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NEW fO IK CHICAGO PHILADELPHIA 



PIQUET 



A TREATISE ON THE GAME, WITH SOME 
HISTORICAL NOTES 

" Within an Arbour of delight, 
As sweet as Bowers Elisian 
Where famous Sidney us'd to write 

I lately had a Vision : 
Methought beneath a Golden State, 

The Turns of Chance obeying, 
Six of the World's most noted great, 
At Piquetie were a-playing." 
—Thomas D'Urfey, "A Poole at Piquette " (1719). 



ILLUSTRATED 



07 

BY A. HOWARD CADY ^ ^ 



PUBLISHED BY THE 



MERICAN SPORTS PUBLISHING COMPANY X\ 

241 BROADWAY, NEW YORK ^-^j 
Copyrighted, 1896, by American Sports Publishing Company. ' 



0^ 

PREFACE 



Piquet is, perhaps, the most popular two-handed card game in 
vogue to-day. Although one of the oldest on record, no fresh diver- 
sion has risen to drive it from the field, where it still holds first place 
among genuine card lovers. It has been much written about in 
times past, and vies with whist, if, indeed, it does not excel it, in 
historic interest, into which hare been woven the vivid colored 
threads of romance, drama and poetry. It is a game of such intrinsic 
merit, from both an intellectual and artistic standpoint, that it does 
not require other recommendation than the admiration and apprecia- 
tion it evokes wherever and whenever played. It can be played for 
love or ]noney, and will prove equally interesting and entertaining 
under either aspect, and, therefore, we can add it to the Home 
Library in the sincere belief that it will be a valuable acquisition 
to the same. A. H. C. 

New York October, 1S96. 



HISTORICAI. 

««« 

*' Vat have you oi grand j>laisir in dis towne 
Vidout it come from France, dat vill go down ? 
Picquet, basset ; your vin^ your dress, your dance; 
'Tis all you see, tout a la mode de France.'''' 

— Farquhar. 
Epilogue to "Sir Henry Wiidair" (1701). 

The deeper one goes into the research of the origin of a game, the 
more mystifying it becomes, for one assertion seems to be eternally 
contradicting the other, hence the difficulty of obtaining actual and 
reliable facts. 

Piquet, one of the most attractive of card games in vogue to-day, 
'has, perhaps, as interesting a history as any, and, moreover, one 
which various writers have insisted can be authentically traced back 
to almost the very origin of card pastimes. This supposition, how- 
ever, is not confirmed by the leading authorities on the subject. 

As regards the etymology of its name, that is in itself a contended 
point; no two writers agree, and consequently no positive conclusion 
has yet been reached and probably never will be, but at least the 
several opinions concerning it may be given, which, in turn, will 
serve to guide the student in such further researches as he may elect 
to undertake. 

There are so many authorities to be consulted that it is not easy to 
choose therefrom. Probably Cavendish, in his very exhaustive vol- 
ume on the game, has compiled the best possible information, and I 
shall therefore follow closely in his wake, culling from the numerous 
'works cited by him the most pertinent facts on the subject. 

In the edition of 1696 of "The New World of Words" (collected 
and published by E. P. — E. Phillips) — we are informed that Piquet is 
"perhaps so called as a diminutive of pique, as it were a small con- 
test or combat," while according to the Abbe Bullet, in his ''Recher- 



V 



4 



PIQUET. 



ches sur les Cartes a Jouer'^ (published at Lyons, 1757), the title of 
the game is derived from the Celtic. He says that piquo in the Celtic 
tongue signifies to choose and pic and r^^^Vmean double and redouble. 
The old spelling of pique and repique, respectively picq and repicq. 
Further, Bullet compounds of two Celtic words — rmii, a gathering 
together, and hell (in composition fell), a combat; therefore rtwifell, 
7'umjle or roftjle, "an assemblage of cards of the same suit." 

As Cavendish says, ''pick" probably does belong to the Celtic 
language, but there does not seem to be any reason, therefore, for its 
association with the game of piquet. Indeed, before the appearance 
of the Recherches, the abbe was occupied in preparing a Celtic dic- 
tionary, and in this he refers to a number of words of doubtful 
etymology to Celtic. The coincidences, however, which he points 
out are looked upon, as a rule, as more curious than valuable. 

The fable, originated by Grosley, that the game was invented by a 
man called Picquet, hence its name, would elicit little notice but for 
the fact that it has been repeated, with more or less insistence, by 
other writers. 

However, as Cavendish has carefully pointed out, a game on the 
order of piquet cannot be the "invention" of any one person; it is 
the result rather, one may assume, of a series of developments of 
lesser games, which, passing through the usual course of evolution, 
becomes finally a model pastime, perfected as far as possible in the 
particular line of play which it has adopted. 

In the oldest known playing cards combined with tarots, the suit of 
spades was represented, we are told, by bona fide swords, and was 
called spade (Italian) and espados (Spanish). The sword as a suit 
mark also obtained for a time in Germany, but later this suit of cards 
was changed by the Germans into laub or grun and the mark shaped 
like a plum leaf. 

As early as the period of Charles VII. of France, in the numbered 
cards not connected with tarots, the suit now known to us as spades 
was called in Italian picche and in Spanish picas, while the French 
seem to have adopted the German symbol, grim, and the Italian name, 
picche, which, however, they translated into their own tongue and 
called pique, 

Chatto calls attention to this fact in a translated quotation from 
Leber, who says: "In the southern parts of Europe the French Pique 
is La Picca or La Spada^ 

Merlin informs us that in Germany a game was played with sword 
cards, which in their composition resembled piqtie packs, hence the con- 
jecture that French piquet was analogous to this nameless German game. 

Cavendish suggests, therefore, that piquet, as we know it, is a 
developed form of the "analogous German game," and as it was 
played in France with pique cards, obtained there, in consequence, the 
title of piquet. 



PIQUET. 



5 



So much for the etymology, which leaves us, however, just where 
we started, unless, of course, we are prepared to accept one of the 
numerous theories presented and thus settle the question, once for 
all, in our own minds. 

As to the origin of the game, that's another story," and a longer 
one, too. Efforts have been made on the part of certain writers to 
assign the origin of this game to the latter part of the fourteenth cen- 
tury, during the reign of Charles VI., and Hayden, in his ''Diction- 
ary of Dates," referring to iMezeray as his authority, asserts that 
piquet was the first known game of cards, having been invented by 
Joquemin for the diversion of this king. This is obviously a mistake, 
for, to begin with, the name of Joquemin is not to be found in any 
of the biographies. The individual referred to is probably Jacquemin 
Gringonneur, to w^hom has already been erroneously ascribed the 
invention of playing cards during the reign of Charles VI. Gringon- 
neur signifies a maker of grangons {cef^tus tesserarn7n Indus — Du 
Cange, Glossary, supplement, Vol. II., col. 651), hence some writers 
think Jacquemin was the name of a cardmaker of that period. 

Persius also Rouge et Noir. The Academicians of 1823." 
London 1823) states that "Of all the games at cards, piquet is the 
most ancient. . . . Its origin is somewhat singular. A great 
ballet executed at the court of Charles VI. suggested the idea of it." 
He proceeds then to describe the ballet. As his description, how- 
ever, is identical with that of the interlude in '*Le Triomphe des 
Dames," printed in the " Theatre Francaise " and danced quite three 
centuries later. Cavendish very naturally concludes that he was sim- 
ply confusing the one with the other. 

Boiteau d'Ambly, who is doubtless a most reliable authority, refutes 
the supposition altogether in his admirable work, " Les Cartes a 
Jouer et la Cartomancie," published at Paris in 1854. He says: 
^^Cest au jeu de tarots que jouait Charles VI, , . . Ni le Piquet 
ni, a plus forte raison le zvhist n' existaient, , . . II n^ya de connu 
que le taroty 

Tarot cards, it may be explained in passing, were emblematic cards 
with numerals and are said to have been first used in Italy in the 
latter part of the fourteenth century. Shortly afterward the tarot 
game was subjected to the elimination of the emblematic series, leav- 
ing the numeral series to work by itself. Again, an attempt was 
made to fix the period of the invention of piquet during the reign of 
Charles VII. — between 1422 and 1461 — and this date is upheld by 
most of the French authorities on games and other writers as well. 

In the '*Memoiresur I'origine du Jeu du Piquet de Charles VII. 
Trouve dans I'Histoire de France, sous le Regne de Charles VII." 
("Journal de Trevoux, May, 1720), le Pere Daniel tells us that 
"piquet is credited with being a symbolic, allegorical, military, 
political and historical game." 



6 



PIQUET. 



It was from the names of the personages on the court cards of the 
early French packs as also from the marking of the suits that the 
pere fancied that he discovered the origin of piquet, which, he 
assumed, had been devised in the second quarter of the fourteenth 
century. 

Chatto, however, whom w^e may accept as a reliable critic, scorns 
these theories as being "mere gratuitous conceits," while Saint Foix 
(" Essai Historique sur Paris," Maestricht, 1778) is prone to accept 
the "ballet theory," and, referring to the interlude in " Le Triomphe 
des Dames," adds: " Je crois que cet intermede n'etoit pas nouveau, 
et que'il n'etoit que I'esquisse d'un grand Ballet execute a la cour de 
Charles VII., et sur lequel on eut idee du jeu de piquet, qui certain- 
ment ne fu imagine que vers la fin du regne de ce prince." 

Singer, in his "Researches Into the History of Playing Cards," 
follows cautiously, but withal closely, in the wake of Saint Foix. He 
says, in brief, that although the invention of piquet is said to be due 
to a ballet danced at the court of Charles VII., it would seem quite as 
probable that the game itself had suggested the device of the ballet, 
as it did at a later period. 

Leber ("Etudes Historiques sur les Cartes a jouer ") agrees with 
Pere Daniel and assigns the origin of piquet to the reign of Charles 
VII. 

Boiteau, in his "Cartes a jouer," speculates at some length as to 
the origin of piquet without, however, arriving at any satisfactory 
conclusion. He begins: 

" Rien de certain ne pent etre avance au sujet de ces commence- 
ments des cartes aux couleurs Francaises et du jeu de piquet qui 
semble etre ne en meme temps qu'elles. Le nom meme du jeu ne 
s'explique pas facilement. Quoi qu'il en soit, les cartes au couleurs 
coeur, carreau, pique et trefle existent sous Charles VII. et ne parais- 
sent pas avoir ete connues sous Charles VI. De plus, la creation du 
jeu de piquet semble se rattacher par plus d'une lien au regne de 
Charles VII. Maintenant, est il possible d'admettre que tout a coup 
aeint inventes ce jeu et ces cartes? . . . ." 

He then proceeds to discuss the probability of the modifications 
which must doubtless have been introduced from time to time into 
the original card game during the hundred years which elapsed from 
its invention in the middle of the fourteenth century to the middle of 
the fifteenth, when, according to the various authorities, piquet in a 
primitive form came into existence. He says very truly: ". . . . 
De ce jeu intermediaire il n'ya pas de traces, comme il n'y en a pas 
du travail qui a fait naitre le piquet." 

Putting aside as useless conjectures the various suggestions which 
attribute piquet first to one person then another of that period, he 
says in conclusion: " Les couleurs et le nombre des cartes, aussi bien 
que la creation des regies fondementales du jeu de piquet datent de 



PIQUET. 



7 



Charles VII. et probablement du milien de son regne, qui est aussi le 
milien du XVe siecle. Jusqu'a ce moment, jusqu'an milien du XVe 
siecle, I'histoire des cartes est enveloppee d'obscurites " 

Admitting, therefore, as Boiteau does, that in the period which he 
writes about the history of cards is lost in obscurity, we find with Dr. 
Willshire, who published in 1876 "A Descriptive Catalogue of Play- 
ing and Other Cards in the British Museum," that "there is not satis- 
factory evidence ... to show the date at which piquet was first 

played " The endeavors to associate the origin of the 

game with the epoch of Charles VII. have not succeeded, however, in 
obtaining a decisive solution of the question. 

The idea put forth by Grosley in his " Memoires Historiques et 
Critiques pour I'Histoire de Troyes " (1774), and already alluded to on 
another page, that the game was invented by a mathematician of 
Troyes, who bore the name of Picquet and lived during the reign of 
Louis XIII. (1610-1643), as also the statement by Strutt in his 

Sports and Pastimes" (1801) that it was introduced into France 
about the middle of the seventeenth century, are refuted by the fact 
that already a century earlier (1535) Rabelais includes piquet among 
the games played by Gargantua. 

Boiteau has said elsewhere and regarding games in general: "II est 
impossible de dire, prenant un jeu quelconque, qu'il a ete invente en 
telle annee par un tel. C'est tautat I'un et tantot I'autre qui s'avise 
d'ajouter quelques regies a un vieux jeu, d'en clanger le nom; des 
amis adoptent; quelques societes a la suite, et voila une invention." 

This is true enough, for complex card games like piquet are the 
outgrowth of earlier and simpler games rather than the original inven- 
tion of one individual. Hence, to ascertain the actual origin of 
piquet one must study the older games from which it has been evolved, 
and to do this it is necessary to refer to those of a most primitive form. 
It seems to be very generally assumed by the leading authorities on 
playing cards that France received her cards and the games played 
with them from Spain and Germany, and these countries in their 
turn received them from Italy. 

In his " Capitolo del Gioco della Primiera col Commento di Messer 
Pietropaulo da San Chirico. Stampata in Roma nel anno MDXXVL," 
Berni includes 7'onfa in a list of eleven card games played at that 
period (1526), but no one seems to have discovered how it was played. 
Indeed, the commentator on this work frankly acknowledges his in- 
ability to give satisfactory information regarding either its invention 
or the manner in which it was played. It may, however, have sug- 
gested la ronfle, mentioned by Rabelais in 1535 as one of the games 
played by Gargantua and which in turn, perhaps, furnished the 
ancient name of the point to piquet. 

So, to quote from Cavendish: "Since roitfle was the point and ro7ifa 
meant 'ruff,' and ruffing meant discarding and taking in from a stock, 



8 



PIQUET. 



it is hardly too much to assume that ronfa was a game in which dis- 
carding, taking in and calling a point were prominent features. 
Ro7ifa or la ronfle may have been a simple form of piquet, or the 
similarity of the words ronfa, ro7tJie and rtiff may be mere coinci- 
dences." 

When Italian cards and the games played with the same went to 
Spain, a game named cientos was played there, and this leads Singer 
to say: . . . As this game was of Spanish origin and has 

some appearance of having resembled piquet, .... may not 
the French have adopted it, with some alterations, merely changing 
the name?" This idea of adoption is confirmed by Boiteau, who 
writes: ''Le cent (piquet). Le piquet s'appelle eiicore ajijourd' Inn le 
cejit ou la grande brisque dans la charante.''' 

Cavendish does not agree with Singer, however, but thinks that 
rather than of Spanish origin it is far more likely "that cieritos was a 
modified Italian game, possibly ro7ifa with a change of name." 

In summing up, therefore, we may assume that a game similar to 
piquet traveled from Italy to Spain, where it underwent a change of 
title, thence to France and finally to England, where it received the 
name of Cent. 

We do not find any record of a game similar to Ro7ifa or Cientos 
having reached Germany when Italian cards traveled to that part of 
Europe; but as that fact does not materially affect the presence of the 
game elsewhere, we need not enter into the speculations concerning 
its possible advent or existence in the "fatherland." It is worth 
noting, however, that there was a game played there in which the 
composition of the cards resembled piquet packs, and the structure 
was that of the Saxon game Schwe^-ter Karte — Cartes a Vepee, and there- 
fore, that a game played with so-called sword packs, in which we 
learn the number and value of the cards, was the same as in piquet 
packs, was known in Germany, and that later, a modification of the 
same found its way into France under the title of "Picquet." 

We do not succeed in ascertaining, however, just how, or at what 
period, the older games, passing through the various forms of evolu- 
tion, finally reached the perfected form known to us to-day as piquet. 

Although neither cent nor piquet are mentioned by Shakespeare, 
the former is spoken of quite frequently in English books during the 
epoch in which he lived. In Nares' " Glossary of Words and Works 
of English Authors of the time of Shakespeare," it is to be observed 
that piquet is not mentioned; hence, it is safe to conclude that cent 
continued to be played in England until about the middle of the 
seventeenth century, when the title was dropped and that of piquet 
substituted. As the two games are practically identical, the change 
from cent to piquet in England was simply in the name. 

From the period of the marriage of Mary with Philip of Spain 
(1554), the English equivalent of the Spanish nomenclature was used 



PIQUET. 



9 



until about three-quartefs of a century later (1625), Charles I. married 
the daughter of Henry IV. of France, and the advent of this French 
princess wrought, among other changes, that of piquet for the Spanish 
name of Cent. 

Often this latter name had been corrupted into Saunt, Saint, Cente, 
Sent and Sant, the word sometimes bearing the prefix of "Mount." 
The meaning of this prefix is not known. 

The earliest authentic reference to cent is in "A Manifest Detec- 
tion of the most vyle and detestable use of Diceplay, and other 
Practices lyke the same; A Myrour very necessary for all younge 
Gentlemen to loke in. Newly set forth for their Behoufe,"by Gilbert 
Walker. In the Percy Society's reprint (1850), is a more modern ver- 
sion of diction, and this may be quoted here. It says: "After the 
table was removed, in came one of the waiters with a fair silver bowl, 
full of dice and cards . . . Then each man chose his game," and con- 
tinuing, the writer says: "Because I alleged ignorance (of dice) . . . 
we ^ell to Sant, five games a crown." 

Turbeville's " Book on Faulconrie " (i575) furnishes another early 
reference to this effect: 

"At coses or at Saunt to sit, 
Or set their rest at prime." 

The " Book of Household Charges and other Paiments laid out by 
the L. (ord) North and his Commandment" in his Nichol's "Progresses 
of Queen Elizabeth," contains several entries of losses at play. Entry 
of May 15 to 17, 1578, reads thus: "Lost at Saint, XVs." 

This goes to show that at that period cent was a fashionable game, 
and played at court. 

Northbroake calls the game Cente, and in "A Treatise wherein 
Dicing, Dancing, Vain Plaies or Enterludes are reproved " (London, 
1577), the author thus addresses the reader: "What is a man now a 
dales if he knows not fashions? . . . To plaie their twentie, fortie or 
ioo£. at Cardes, Dice, &c., Post, Cent, Gleke and such other games; 
if he cannot thus do he is called a miser, a wretch, a lobbe, a clowne, 
and one that knoweth no fellowship nor fashions, and less honestie." 

" Honestie " is scarcely a term to be generally applied to the game; 
for we find it was the means of a good deal of cheating. In an anony- 
mous play of the last decade of the sixteenth century, called "No- 
body and Some-body," Lord Sicophant holds counsel with So7ne-body — 
the stage villain, anent the introduction of "Deceitful cards" at 
court, the guilt to be laid on N'o-body, and in the course of the dia- 
logue, exhibits cards for cheating at various games, saying: ''These 
are for sau^tt.'' 

The use of "Deceitful Cards" seems to have been an aceepted, if 
unfortunate fact at this period; for they are spoken of in " Dice Play,** 
and we learn through a quaint extract from Moore's " Reports " (1688), 



10 



PIQUET. 



that the action of ''Baxter vs. Woodyard and others" (brought in 
1605), was for cheating at this game with prepared cards. It 
reads : 

A Lcon sur le case sur deceit enter eiix practise p luy decceaver al 
Cards, a I un gauie le Moiintsant, per inducer d'tui Carde appel le 
Buincarde per que ils devise que le pT [plaintiff] n' averoit que tiels 
gafjies que ils plerout^ et joi7idront ascini foits a lour pleasure, per quel 
coso7tage et deceite, colore ludexdi ils defraud le pV de i(y£. les def. 
pleade NON CULP', et le Jtiry eux trove culp' et assesse daviages.'" 

In Minshen's "Pleasant and delightful Dialogues, Spanish and 
English" (London, 1599), the game is called Motmt Saut, too. 
Indeed, the changes rung on the title of this game seem to be as 
innumerable as they are varied and fanciful. Sometimes it is Mount- 
Cent; again, saunt; again, mount-saint, sent, cent, etc. 

In " The Wits," a comedy by Sir William Davenant, Poet Laureate 
after Ben Johnson, presented at the Private House in Black Fryers 
(1636), the game is spelled sent. 

" While their glad sons are left seven for their chance 
At hazard : hundred and all made at Sent." 

We must needs infer, therefore, that sent was played a hundred up. 

The fact that the game of cent (its original title) was thus called 
from being played "a hundred up" is further confirmed by a little 
book published in 1656, and called ''The Scholar's Practicall Cards," 
by F. Jackson, M.B. It is principally given. up to instruction how to 
spell, write, cypher and cast accounts by means of cards. Among the 
various games mentioned in it is saunt, which the author is careful to 
explain by ceiituvi, a hundred. 

Rabelais includes piquet in the list of games played by Gargantua, 
and this (1535) appears to be the first mention of it in print le Ro7iJle 
and le Cent are also spoken of by him. 

Quite a hundred years elapsed before piquet began to be mentioned 
with frequency either in French or English books. 

The very earliest work on piquet to-day extant, is doubtless Le 
Royal Jeu du Piquet plaisa^it a recreatif. Revue et corrige en cette 
de7iiere Edition, pour le Co7ite7ite7}ie7it de ceux qui font Prof essio7t d'en 
observer les Regies.]' (Rouen, 1647.) 

This is the earliest edition to be found at the British Museum, 
Cavendish tells us. 

In 1651 it was translated into English, with the title: "The Royall 
and delightful game of Piquet written in French and now rendered 
into English out of the last French edition. London. Printed for 
J. Martin and J. Ridley, and are to be sold in the Castle in Fleet 
street near. Ram alley." 

The translation of the preface is so deliciously quaint, and withal, 
interesting, as to merit citing here. It reads: 



PIQUET. 



II 



" There comming to my hands, not long since, a small Tieatise, concerning the 
game of Piquet, and having perused the same ; 1 have since thought fit to communi- 
cate it to the World ; as being a game approved of everywhere, especially among the 
Gentry and persons of Honour. It is a Kind of Divertion, so sweet and pleasing, as 
that it makes the hours slide away insensibly : it easeth the Gouty person ; clears up 
the melancholicke spirit, and refresheth the pensive Lover. These considerations 
are of sufficient force to put in any one a desire to the Play : But that which should 
most stir you up to the purchasing of this Booke, is, that you have here laid downe 
before you, an absolute and exact account of the whole Game, and have all the 
difficulties that may arise therein fully resolved. If you therefore but observe the 
Rules and Maximes here delivered ; you shall avoid all the quarrells which usually 
arise among Gamesters, for want of being thoroughly informed in the Game ; and 
shall preserve mutual Society, which is the Bond that unites all things. Be sure, 
therefore, that you purchase this Booke: For in so doing, you shall not only much 
advantage j^our selves, but me also." 

At that time, according to this treatise, the game was played with 
thirty- six cards, the sixes being retained in the pack. The set, or 
number up, was generally fixed at a hundred, but could be arranged 
differently, as, according to this book, it was "in the choice of the 
Gamesters to make it more or lesse." As this is the earliest book on 
the game now in existence, it will be of interest to the student to see 
some of the regulations therein, and compare them to the laws of the 
modern game. 

We are told, for instance, that *'in cutting for deal" more than one 
card must be "lifted," as the one on top might be recognized by the 
back. In the days when the manufacture of cards had not attained 
the finish which marks their production to-day, it is not difficult to 
see that a pack might often contain marked cards, and, therefore, the 
stringent rules which allowed no change of discard after touching, 
and forbade the player to even touch the "stock" under risk of a 
severe penalty. 

Again, in cutting for deal, "whichsoever of the two dips the least 
card " deals ; the dealing being by two or three or four at a time to 
each player in turn, according to the option of the dealer. He was 
obliged to continue throughout the game the same method of dealing 
he began with or else announce prior to the cut that he was going to 
change it. All this, evidently, to avert any possible advantage being 
taken of marked cards and which might be in the pack. 

Twelve cards having been dealt to each person, twelve, of course, 
remained in the stock, from which the elder hand (non-dealer) might 
take eight and the younger (dealer) four, each player being obliged 
to discard one card. With this number of cards it is possible for 
each of the players to hold a carte-blanche, and this is provided for 
by the two annulling each other. In the French treatise the point 
was called ro7ifie, in the English version ruffe, and the description of 
the method of counting points is explanatory of why points ending in 
a four counted one less than the number of cards ; formerly the point 
was not reckoned by cards, but by tens (^dixaines), thus : " For every 
ten that he can reckon he is to set up one ; so, for example, for thirty 



12 



PIQUET. 



he is to reckon three, for forty four, and so upward. Where, by the 
way, it is to be noted that you are to reckon as much for thirty-five as 
for forty, and as much for forty-five as for fifty, and so of jthe rest ; 
but for thirty-six, thirty-seven, thirty-eight or thirty-nine, you are to 
reckon no more than for thirty." 

When, later, the game was played with thirty-two cards, points 
ending in a two or three could no longer be held ; those of four could, 
however, and as the former method of reckoning was continued, it 
appeared as if the point ending in a four was an arbitrary exception 
to the rule of reckoning one for every card. 

Rather an odd expression, used in respects of the highest sequence 
making good all lower ones in the same hand, notwithstanding that 
the opponents might have an intermediate one, was " drown." Cards 
less than ten did not reckon in play. 

In Paris a player was allowed to amend incorrect calls of point or 
sequence, but this was not permitted in Provence or Languedoc, 
where the First word is always to stand." 

In 1654, "La Maison Academique " was published and in it " Le 
Jeu du Picquet " as then played, the directions generally for the play 
being almost exactly like those in *' Le Royal Jeu du Picquet." 

Piquet was very much played in France at this period, as is evi- 
denced by the publication of these books, its frequent mention in 
Moliere's works and its being selected for the title of the ballet, 
already spoken of. 

It was in 1676 that ''Le Triomphe des Dames," with the ballet 
interlude about which the writers on piquet have said so much, was 
presented. 

The title of this play, with name of author and publisher, read 
thus: "Z^ Trioviphe des Dames. Coviedie 7?ieslee d 07maifients az'ec 
Explicatio7i oti combat a la Bari'iere et de toiites les Devises, par 
Th. [omas] Coriieille, representee par la Troiippe dit Roy, Etallie au 
Foiirboiirg S. Germain, Paris, Jeaii Ribo7i, 1676." 

The ballet is described by the Theatre Francois" as follows: "-En 
1676, on represe7ita sur le Theatre de V Hotel Giiefiegaud une Comedie 
de llio7Jias Corneille, en cinq actes intitiilee Le Triomphe des Dames, 
qui 11 a point ete i7npri7nee et dont Le Ballet du Jeu de Piquet etoit 

tin des I7ite7'77iedes Le Rois, le Da7?ies et le Valets, apres 

avoir for77ie, par leurs danses, des tie7xe et des quatorzes; apies s'etre 
ranges, tons les noirs d'u7i cote, a les rouge de V autre, fi7iiremt par U7i 
cofitre-daiise, on totites les couleurs etoie7it 7nelees confuse77ie7tt et sa7ts 
^ uite. " 

After several editions Le Maison Academique " gave place to the 
"Academic Universelle des Jeux," which was in every way more 
comprehensive. It was variously edited and augmented, and for a 
century and a half was the French authority on games. It began to 
lose its prestige after this, probably owing to the fact that it did not 



PIQUET. 



13 



keep up with other books of a similar character, as a study of the 
same shows that the later editions were, in the main, reprints of the 
earlier ones. Nearly all the various editions of the < 'Academic," 
though differing in many respects from one another, agree on two 
points — they give piquet the first, or at least second, place among 
card games, and most of their "piquet inspiration," it is easy to see, 
is derived from the earliest work known on the subject, "Le Royal 
Jeu du Piquet." 

The "Academic" was translated into English about 1768. The 
title of the book being "The Academy of Play; containing a full 
Description of and the Laws of Play, Now observed in the several 
Academies of Paris, relative to the following games, viz. [Here is 
given a list of thirty-three card games.] From the French of the 
Abbe Bellecour, London. Printed for F. Newbery, the corner of 
St. Paul's Church-yard, Ludgate Street." 

Here again, follows a quaint preface: " The game of Piquet is 
. . . here treated in a manner more clear and more comfortable to 
the present Practice, as in all the Rules here given we have followed 
the determination of the most able Players." 

The only really important points in which the "Academic" of the 
abbe differs from " Le Royal Jeu du Piquet" — as the same changes 
are seen in the corresponding French editions — consist in the altera- 
tion of the number of cards in the pack. Here thirty-two cards are 
used instead of thirty-six; hence, the number taken upon discarding 
is five in place of eight for the elder hand, and three instead of four 
for the younger; that dealing by four cards at a time is no longer 
allowed; furthermore, I'onjle or ruffe is called the point, and some- 
times every card of the point is allowed to reckon, and, finally, the 
counting in play of cards below a ten is at the option of the player. 

These changes above noted, w^ere introduced, we find, about the 
end of the seventeenth century. 

It is a popularly accepted tradition that piquet was imported from 
France into England; but as Cavendish shows, the game first appeared 
in England under the name of Cent, and nothing, thus far, has gone 
to prove whether it came from France or Spain; however, this fact 
cannot be disputed: " Cent was deposed in England in favor of piquet 
about the middle of the seventeenth century.'^ 

Among the writers who first referred to the game under its new 
name was John Hell, in his " Horae Vacivae " (1646), who says: 
" For Cardes, the Philologil of them is not for an essay; a man's 
fancy would be sum'ed up at Cribbidge; Gleeke requires a vigilant 
memory; Maw, a pregnant agility; Picket, a various invention; Pri- 
mero, a dexterous kind of rashness." 

A curious pamphlet was published in 1659 bearing this title: 
" Shuffling, Cutting 2iVi^ Dealing in a game at Pickquet: being Acted 
from the year, 1653. to 1658. by O. P. (Oliver Protector) And others; 



14 



PIQUET. 



With great applause." Cromwell is represented therein as playing 
cards after the Long Parliament, with a party of old ofhcers, friends 
and adversaries, the various players expressing their political senti- 
ments through allusions to the game of piquet. 

A half century later another squib of the same character appeared, 
it being published in ]\Iellanges Historiques de Bois Jourdain." It 
contained allusions to the state of France on the accession of Louis 
XV., as for example, the following: 

*'Le Jeu de Piquet, 1716. Les Exiles." — Uii quatorze de roi 
(Louis XV.) avait gate notre jeti: tine quinte de roi (Louis XV.) le 
rend plus beau. 

Further allusions are made to piquet in Dryden's first acted play 
(1662), "The Wild Gallant;" in "Flora's Vagaries," a comedy 
printed in 1670, while following these appear various other notices 
and accounts of the game, as, for instance, in the third edition of 
"Wit's Interpreter: the English Parnassus," dated 1671, and contain- 
ing many additions by "J.C.," among which is noted a part dedicated 
to "Games and Sports now us'd at this day among the Gentry of 
England, &c.," wherein are given instructions for playing "The 
Ingenious Game called Picket." In Cotton's " Compleat Gamester" 
(1674), Picket is also included among the card games. In both cases, 
says Cavendish, "The royal and delightful game of picquet has 
been plagiarized." 

In the edition of the "Compleat Gamester," issued in 1704, is a 
note to this effect: " These were the Rules of the Game when it was 
played with the Sixes, but, however, the Rules hold for the Game as 
it is play'd at present without the Sixes, only when it is play'd without 
the Sixes, the Elder Hand is to take Five of the Eight Cards in the 
Stock." 

The above would seem to fix the period at which the alteration of 
the pack was generally recognized in England. 

At this time card playing appears to have been the rage all over 
Europe; Piquet, Ombre and Basset (known to-day as Faro), the most 
fashionable games in England. 

At this date piquet was sometimes spelt piquette, indicating that it 
was regarded by many as diminutive of pique. 

In D'Urfey's "Poole at Piquette" (quoted in part on the title page), 
it has this spelling, and again, in "Pope's Moral Essays in four 
Epistles" (1 733), we read in the first, which sketches the character of 
Lord Godolphin .... 

" His pride is in Piquette, 

Newmarket fame and judgment in a bet." 

It was in 1719 that Richard Seymour published "The Court 
Gamester: or full and easy Instruction for . . . Ombre, Piquet, and 
the Royal Game of Chess," Although in this treatise much of piquet 



PIQUET. 



15 



is derived from its original source, there are numerous additions, and 
some of the quaint observations which accompany them merit citing 
here. In alluding to tierces and other sequences the author says: 
" These terms may sound a little like conjuring, to Persons who don't 
understand them; but they are only the Frejich Terms that we make 
use of, because we have no English whereby to express the same thing 
in one word." And, further on, after explaining the annulling of 
minor sequences by major ones, Seymour adds: " Thus, among Cards 
as well as Men, the Great will overcome the Small." 

Eventually, the ''Court Gamester" was amalgamated with the 
" Compleat Gamester," and in the eighth edition (1754), various rules 
and cases of Hoyle are plagiarized. 

Hoyle's ''Short Treatise on the Game of Piquet " (1744), is the last 
work on the game of that period which need be noticed here. It is 
original, not like the others, taken from other books. Although 
obscure in style, it contains, nevertheless, a good deal of valuable 
information, as also, the laws of the game. These laws were the sole 
authority in England until those adopted by the Portland Club were 
issued in 1873. 

Hoyle's laws, which were twenty-six in number, were followed by 
all strict players. Later, his additions took the liberty — for a liberty 
it was — to add nine more laws, which, however, are of no importance, 
and to which it may be added, the practice of club-players was 
opposed. 

Hoyle did not fix the number of the game to be played up, pro^ 
bably, because in his time it was still a m.atter of "agreement." After 
his death, however, his editors published copies in which it is stated 
that the game is a hundred-and-one up. In some parts of France, 
even now, when Piqtiet au cent is played the game is made a hundred- 
and-one up; but in England, as also in Paris and elsewhere, when 
Piquet au cent is played, it is made a hundred up. 

For more than ten years Piquet au cent has been almost altogether 
superseded by the Rubicon game. 

It was owing to the introduction of this form of piquet that the 
redrawing of the Portland code was rendered necessary. The Turf 
Club assisted in this task, and since that time (1882), the joint code 
of these two famous clubs has been the recognized authority on the 
game throughout the English speaking world. 

It is indeed remarkable, as Cavendish observes, that this fine game 
was almost, if not quite neglected by writers — save by the editors of 
Hoyle — for more than a century (i 744-1 873), especially so, as it is 
invariably admitted that the laws and directions made by Hoyle, 
though excellent up to a certain point, are far from complete. 

Cavendish has offered to the world of card-players a very exhaustive 
treatise on piquet, and Berkeley, too, has written at some length on 
the subject. 



i6 



PIQUET. 



All the modern writers, of course, have adopted the code of laws 
which governs the Portland Club, and Cavendish is the recognized 
authority on the game. 

The games which will be offered to the student in this little book 
will be the varieties treated of by Cavendish and Berkeley in turn, and 
from the works of both of whom many valuable suggestions may 
be had. 

These variations are called respectively: Piquet an cent (sometimes 
English Piquet); Piquet (or Rubicon Piquet); Chouette Piquet. 

Piquet au cent is the oldest form of the game recognized to-day; 
but piquet, as presented by Cavendish, being the game most univer- 
sally played, it will be best to describe that first, following which, we 
can study the rules of both varieties, as also those of the three-handed 
one* 



PIQUET. 



17 



Description of tbe (Same of piquet* 

" Here are the cards. What shall we play at ? * 
««« 

INTRODUCTION. 

This game is played by two persons, the pack consisting of thirty-two 
cards, the twos, threes, fours, fives and sixes being rejected from a 
complete pack (fifty-two). 

Although not absolutely essential, it will be found convenient to 
have two packs, to be used alternately. 

THE DEAL. 

After the cards have been shuffled the players cut for the deal, the 
higher having the choice. In cutting, culling and playing, the cards 
rank alike, that is, ace (highest), king, queen, knave, ten, nine, eight 
and seven (lowest). 

The pack chosen by the dealer is then cut by the non-dealer, or 
elder hand, to his opponent, the dealer, or younger hand. The 
latter reunites the packets and proceeds to deal the cards ; first, the 
two on the top to his adversary, then two to himself, and so on, until 
he has dealt, two at a time, twelve cards each to the elder hand and 
himself. It is optional with the dealer to deal three at a time, if he 
prefers, but two is the usual method pursued. 

The eight cards remaining, called the "stock," are placed face 
downwards on the board between the players. 

THE DISCARD. 

Each player then looks at his hand, sorting the cards therein and 
placing them together in their respective suits, after which he proceeds 
to discard, that is, put out the least desirable cards, replacing the 
same by an equivalent number from the stock. 

The elder hand may discard five of his cards. He can take a lesser 
number, but is obliged to exchange one. After separating the discard 
from the rest of his hand he places it face downward on the table, 
taking from the top of the stock the number of cards discarded. 

If the elder hand decides to take all his five cards, three remain for 



i8 



PIQUET. 



the other player. If, however, he discards less than the number, 
leaving thus more than three in the stock, he must announce the fact 
by saying, " I take only four " — or three, or less, as maybe the case — 
or, "I leave a card " — or two or more cards, as may happen. 

Should he discard less than hve cards, he has the right to look at 
those of the hve remaining in stock. For instance, if he discards 
three he may look at the two left, or if he discards four he mav look 
at the one lying on top of the stock. He must, however, return the 
one or more cards, after looking at them, to the stock, without show- 
ing them to his opponent. 

The "younger hand," in his turn, has a right to discard three 
cards, and one he must discard. If the elder hand has left more than 
the three, i. e., any of the cards he might have exchanged, the 
younger hand may avail himself of this and take all that remain in 
the stock, discarding, of course, the same number. For instance, if 
the elder hand has left one card, the younger can take it and his own 
three besides. He separates his discard from his hand, laying it on 
one side, and taking up his share of cards from the stock, just as the 
elder hand did before him. It is to be noted that whether the elder 
hand takes all his cards or not, the younger must take his from the 
top of the stock, including, of course, such card or cards as have 
been left by the elder hand. Example : The elder hand has taken 
only four cards and the younger in turn takes two, leaving two in stock. 
He is obliged to take the card left by the elder and the top card of 
the other three in stock, leaving thus the bottom two. 

If he leaves any cards he announces, as did the first player, the 
number remaining. He may look at cards he leaves at any time 
prior to playing to the first trick, but not after that. He must 
declare whether or not he is going to look at them, directly the elder 
hand has named the suit he will first lead. This he usually does by 
leading a card. If he (the younger hand) looks at any one or all of 
them, he must also show all that remain to the elder hand, this latter 
first naming the suit he will lead. If, however, the younger hand 
decides not to look at the cards, then the elder cannot see them either. 
Incidentally, it may be observed that it is frequently an advantage to 
the younger hand not to look at the cards he has left, as, for instance, 
should he have an unguarded king, it might happen that there would 
be one or two cards of that same suit in stock, hence it would be 
wiser not to have them seen, as then the elder hand would doubtless 
conclude that the king was guarded. Cards which are left untaken 
and not looked at are to be kept apart from the hands and discards. 
Each player has the privilege of looking at his own discard at any 
time during the play of the hand ; as above stated, however, he must 
keep his discard separate from his other cards. It is customary for 
the player to hold the cards in his left hand and take up his discard 
with his right, should he desire to see or consult it. 



PIQUET. 



19 



CALLING AXD SHOWING. 

When the discarding and taking in are finished, the players then 
announce or call combinations of the cards in hand, and, if good, 
score for them. These combinations are respectively known as 
Point, Sequences and Quatorze and Trios. 

THE POINT. 

This must be announced tirst, and is scored by the player who calls 
the suit of the largest number. If the best suit of each player con- 
tains an equal number of cards, the point will then be scored by the 
one who announces the suit of the greatest strength, according to the 
following method of valuing it : The ace is valued at eleven, each of 
the court cards at ten apiece and the other cards according to the 
number of pips on each. 

The elder hand calls his point in this way : For example, we will 
suppose his best suit to consist of live cards, whereupon he will call 
"Five cards," and if the younger hand has no suit of equa- or greater 
number he will reply "Good." If he has the same number he will 
say "Equal" or " FIo^^• many?" or, if he has more, he will answer 
" Not good." 

If the elder hand's point is declared "good" he proceeds to name 
the suit, saying "In spades," "clubs," or of whichever suit it may 
be, and, counting one for each card, saying "Five." 

If his point is declared " equal," he calls the value of his point, as, 
for instance, it being king, queen, knave, nine, eight, he will say 
"Forty-seven," or "^Making seven." ^^hereupon, if the younger 
hand's five cards aggregate less than this, he will reply "Good," and 
the elder hand Avill name the suit and score seven. If. however, the 
younger hand's point makes the same number (forty->even), he says 
"Equal." The elder hand will then name the suit, without scoring 
anything for it, however. If the elder's point is declared ''not good," 
either because his ad\ ersary's cards make more than forty-seven, or 
he has a point which consists of a greater number of cards than that 
called by his opponent, the latter does not name the suit he has 
called. 

If the younger hand's point is cqnaL he will name the suit after the 
elder has hnished calling his hand and has led a card ; if it i.s good, 
he will name the suit and reckon one for each card of the point, 
directly the elder hand has led a card. 

If a player calls a point which is smaller than his last suit, he can 
correct his mistake prior to the younger hand's answering " Not good " 
or " Equal. " 



20 



PIQUET. 



These and the amotmts reckoned for them a?re as follows : 



I. Huitieme, 


sequence of S cards 


scores 1 8. 


II. Septieme, 


7 


17. 


III. Sixieme, 


6 


16. 


IV. Quint, 




15. 


V. Quart, 


4 


4. 


VI. Tierce, 


3 


3- 



As will be seen from the al)ove table, tierces and quarts reckon one 
for each card, while the higher sequences reckon one for each card 
-\vich ten added. 

II. 




Huitieme (the highest sequence). 



III. 




Tierce minor (the lowest). 



PIQUET. 



21 



There are, all told, twenty-one possible sequences in each suit, viz.; 

I. Huitieme, which consists of eight cards. 

Ace, king, queen, knave, ten, nine, eight, seven. 
II. Septieme, which consists of seven cards. 

1. Ace, king, queen, knave, ten. nine, eight (septieme maior). 

2. King, queen, knave, ten, nine, eight, seven (septieme minor). 

III. Sixieme, which consists of six cards. 

1. Ace, king, queen, knave, ten. nine (sixieme majon. 

'2. King, queen, knave, ten, nine, eight isixieme to a king). 

3. Queen, knave, ten, nine, eight, seven (.sixieme minor). 

IV. Quint, which consists of five cards. 

1. Ace, king, queen, knave, ten (quint major'. 

2. King, queen, knave, ten, nine (quint to a kingi. 

3. Queen, knave, ten, nine, eight (quint to a queen). 

4. Knave, ten, nine, eight, seven (quint minor'. 

V. Quart, which consists of four cards. 

1. Ace, king, queen, knave (quart major). 

2. King, queen, knave, ten (quart to a king). 

3. Queen, knave, ten, nine (quart to a queen). 

4. Knave, ten, eight, seven (quart to a knave). 

5. Ten, nine, eight, seven (quart minor). 

VI. Tierce, which consists of three cards. 

1. Ace, king, queen (tierce major). 

2. King, queen, knave (tierce to a king\ 

3. Queen, knave, ten (tierce to a queen). 

4. Knave, ten, nine (tierce to a knave). 

5. Ten, nine, eight (tierce to a tern. 

6. Nine, eight, seven (tierce minor*. 

The sequences rank as in the above examples. For instance, i in 
any class will rank before 2, 3 or 4 of the same class, while the lowej?t 
in any class will outrank the highe. ^ of an inferior class. The sixieme 
minor ranks before a quint major. 

. SEQUENCES. 

iVlthough customary, it is is not obligatory to call sequences after 
point. Quatorze or trio may be called prior to sequence without 
prejudicing a later call of sequence. The elder hand must first call 
his best sequence, and when calling it or any sequence, name it thus : 
*' A septieme major," " A sixieme to a king," " A quint to a queen,'' 
etc., according to whatever it may be. The younger hand then replies 
"Good," "Equal," *'Xot good,"" as in the case of the point, ?'. t\, 
according to the character of the sequence he holds, which will be 
inferior, equal or superior to the one called. 

When *' good " or equal " the elder hand then names the suit in 
which his sequence is. ^Vhen it is ''not good," the younger hand 



22 



PIQUET. 



calls his sequence, naming the suit in which it is, after the adversary 
has called and led. a card. 

When a player has a sequence that is good he may, not only after 
showing it reckon one for each card of the same, but also, in addition, 
a ten, if it be a sequence of five or more cards. Besides this he is 
entitled to reckon all the smaller sequences he may hold, irrespective 
of any order and notwithstanding that his opponent may hold a 
sequence of intermediate value. For instance, A has a quint to a 
queen (queen, knave, ten, nine, eight), i. e, reckons forty-seven in one 
suit and a tierce minor (nine, eight, seven) reckons twenty-four in 
another ; B has a quint to a knave (knave, ten, nine, eight, seven) 
reckons forty-four. In a third suit, A calls a queen, which is «*good," 
and scores five for it ; then he calls the tierce minor, scoring in turn 
three for that. B's quint to a knave counts nothing and does not 
prevent A's reckoning the tierce minor. 

When the two players' sequences are equal, the equality is called 
by each one, and neither can score anything for sequence, although 
one of them may hold a second sequence of equal value or an inferior 
sequence. The equality of the superior sequence nullifies the whole. 
For instance, A calls a quart miner and B says " Equal ; " thus A and 
B are precluded from scoring a quart minor or any smaller sequence. 

The elder hand is not allowed to change his call after his adversary 
has answered, unless it is good against the cards ; that is, superior to 
any sequence the younger hand could possibly hold and discard taken 
together, when, in such a case, he may reckon any sequence he has, 
even though it be better than the one first called. For instance, A 
has a quint to a queen and a quart minor, good against the cards. If 
he has first called a quart minor he can afterwards reckon his quint. 

It is not compulsory for a player to show all that he claims as good 
and equal, unless the cards are asked for. As the law stands now, 
calling is equivalent to showing. For example, A calls, let us say, 
" Forty-eight in diamonds," the only diamonds he can hold being the 
ace, knave, ten, nine, eight, therefore B, it is assumed, knows that 
A holds a quart. If A then forgets to reckon his quart and leads a 
card, B cannot reckon any equal or inferior sequence. If A recollects 
that he has not reckoned the quart, he can rectify the oversight before 
B has played to the first trick. 

The younger hand is not obliged to call his best sequence first. 
For example, if the elder hand has called a quart major and the 
younger has Not good," this latter has the right to show and count 
a quart minor first and afterward a quint, or larger sequence. 

The reason why there is difference between the elder and younger 
hands in this regard is because the younger is simply reckoning — 
adding up his score — while the elder is finding out whether what he 
calls is good," and by calling a lower sequence before a higher he 
would probably gain information regarding thQ contents of his adver- 



PIQUET. 



23 



sary's hand, to which he has no right. The elder hand, after having 
called a sequence which is good, can reckon the lower sequences he 
may possess in any order for a similar reason — that is, he is also only 
adding up a score now. 

QUxATORZE OR TRIOS. 

After sequences the quatorze and trios are called and reckoned as 
before, save in this combination there cannot be any equality. The 
player holding the best quatorze, i. e., four cards of the same denomi- 
nation, is entitled to score fourteen. The quatorze are five in number 
and rank as shown on next page. 

A trio, if good, counts three. Any quatorze is good against a trio ; 
for example, four tens are good against three aces. \Yhen each player 
has quatorze the highest is good, and the same rule applies to the 
trio. As in the case of sequences, anything good enables the player 
to score all smaller combinations of four and three in hand, nullifying 
thus any that his opponent may hold of intermediate value. For in- 
stance, A has four tens and three knaves ; B three aces. A scores 
fourteen for tens and three for knaves ; B does not count his aces. 

A quatorze or trio is called thus: Four aces," *' Three queens," 
according to the denomination of the cards, and the younger hand 
then says ' ' Good " or " Not good, " as before. 

The cards of quatorze or trios are never displayed on the table. 
The opponent, however, can demand their production if he wishes to. 
The reason for not showing the quatorze is because when aces, kings, 
queens, knaves or tens are called the opponent knows what the 
cards are. 

When a player might hold a quatorze, but calls only three of that 
rank (as for instance, A might call three kings when he has four), the 
opponent has a right to learn which card is not reckoned. 

B could say, *'show your kings," as thus he could ascertain the king, 
not call. The usual method is for B to say: " Which king do you not 
reckon ? " And A must answer. 

In cutting quatorze or trios, the elder hand should call his best 
first, as, in the event of his calling a lower one, he cannot later 
reckon a higher one, unless the lower one is good against the cards. 

If the first one called is good, any lower than that can be reckoned 
without regard to order, as in the case of the sequences. 

The younger hand is not compelled to call his best, and he can 
rectify a miscall of any kind up to the time he has played his first 
trick for the reason previously given.* 

When the elder hand has finished calling and has reckoned also all 
he has good, he proceeds to lead a card. Prior to playing his card, the 



* There is a difference between the elder and younger hand because the younger is 
simply reckoning (page 22). 



PIQUET, 




PIQUET. 

Trios are also tive in number, ranking as follows : 

V. 



25 




26 



PIQUET. 



younger hand reckons all that he has good, or calls all that he has equal. 
A player is not compelled to call anything unless he chooses to do 
so; and, furthermore, he can always call less than he actually holds, 
if he does not wish to expose his hand. 

THE PLAY. 

After the players have called what they have good or equal, and 
reckoned what they have good, they proceed to play the hands. 

^Yhen possible, the 5'Ounger hand must follow suit, otherwise, he 
may play any card he sees fit. 

Two cards, one played by each of the players constitute a trick. 
The trick is won by the player who plays to it the higher card of the 
suit led. It is not obligatory upon a player to win the card led unless 
he wishes to; if he is able to follow suit without doing so. The win- 
ner of one trick leads to the next, and so on throughout the hand, 
until the twelve cards held by each player are exhausted; that is, 
played out. 

During the play the leader counts one for each card led; he counts 
one whether he is the winner of the trick or not. If the leader wins 
the trick his opponent can count nothing in play, but if this latter 
(the second player), wins the trick he also scores one. The winner cf 
the trick again counts one for the card he next leads, and so on. 

The player who wins the last trick counts two instead of one. 

The tricks must be left face exposed on the table, in front of the 
player who wins them; and they can be examined by either player at 
any time. 

If the players win six tricks each, the cards are divided, and there 
is no further score. If one of the players wins more than six tricks 
(technically called ""winning the cards"), he adds ten to his score, 
over and above what he has counted in hand and play. 

When a player wins every trick (called "winning a capot,") he 
adds forty to his score instead of ten; reckoning it ten for cards and 
thirty for the capot. 

All the cards scored for as good or called as equal, must be exhibited 
to the opponent if asked for during the play of the hand. This does 
not apply, however, to a call of an equal number of cards for point 
by the younger hand when the strength of his point is inferior to that 
of the elder's. 

As a rule, cards are not exhibited among players, but all essential ques- 
tions regarding them are answered. For example, A scores a point 
of five cards and plays three of them. Later, B wishes to refresh his 
memory, so he says: "How many of point have you?" or "How 
many clubs?*' . . . or whatever the suit is, and A must reply "Two. " 
Also, if A had scored three queens, B has the right to an answer to 
the question " What queens have you got in hand ? " or B might ask 



i'i(2rET. 27 

*'Have you anything in hand that you have called?" and A is bound 
to tell him. 

CARTE BLANCHE, PIQUE AND REPIQUE. 
Following on the lines of Cavendish, I have omitted in preceding 
pages, mention of Carte Blanche, Pique or Repique, as the description 
of the game is rendered clearer and simpler by their introduction here. 

CARTE BLANCHE. 
When the player has dealt to him a hand in which are neither king, 
queen nor knave, he holds Carte Blanche. 

VL 




28 



PIQUET. 



This entitles him to a score of ten. Prior to taking in, he must 
show the carte blanche- by dealing his cards quickly on the table, one 
on top of the other, face upwards, after which he takes them back 
into his hand. 

If either of the players has carte blanche he must inform his oppo- 
nent immediately by saying '* I have a carte blanche," or Discard 
for carte blanche." Directly the other player has discarded, the 
carte blanche is shown him. 

PIQUE. 

When the elder hand scores, in hand and play, thirty or more, prior 
to his opponent counting anything that hand, he wins a pique." A 
pique entitles the player to an addtional thirty on his score; in all 
other respects the hand is played as already explained. 

For instance, A has a quint major, which is good for point and 
sequence and three aces, which are also good. He counts twenty for 
the point and quint, and three for the aces, and then leads the quint 
major and the two aces, or one of the aces and some other card. This 
scores him thirty, and, as his opponent has scored nothing, it is a 
pique. Therefore, when leading the card which makes him thirty, 
instead of counting thirty, A counts sixty. It is not necessary that 
the card led, which makes thirty, should win the trick. The elder 
hand reckoning twenty-nine when his opponent has reckoned nothing, 
and having the lead, wins a pique, even though he lead a losing card. 

REPIQUE. 

When a player scores, i^t hand alone, thirty points or more by 
scores that reckon in order before anything that his opponent can 
count, he wins a "repique." A repique entitles the player to an 
addition of sixty to his score, thus: A player having point, quint and 
quatorze (all good), repiques his opponent. He scores five for point, 
fifteen for sequence, which makes twenty, and fourteen for quatorze, 
which makes thirty-four. Thus, he counts ninety-four instead of 
thirty-four. In all other respects the game is played as already 
explained. 

Equalities do not save a pique or a repique. In the case of equality 
the game proceeds as though no such mode of scoring existed. 
Example: A has point equal, quint and quatorze, and both good. He 
leads a card and wins a pique. 

SCORING. 

For the sake of convenience, scores are not recorded until the end 
of the hand, but they are recorded when they accrue, whether made 
by the elder or younger hand. 

Meantime, during the progress of the game, each player calls his 
score every time he plays. The scoring combinations already 



LIQUET. 



2g 



described maybe summed up in the order in which they are reckoned, 
as follows: 

I. Carte blanche. 
II. Point. 

III. Sequences. 

IV. Quatorzes and trios. 
V. Points made in play. 

VI. The cards. 

At the end of the hand, the number scored is written on a scoring card, 
each of the players recording both his own and the adversary's score. 

It is well to keep in mind this order of accretion in the case of pique 
or repiques. Thus, a pique may only be won by the elder hand, as 
the card he leads scores one in play prior to the younger hand's play; 
hence, it stops a pique. The o^e reckoned by the elder hand, how- 
ever, when he leads his first card, does not prevent his being repiqued, 
if he has nothing good, and the younger hand can count thirty or 
more in hand for scores in hand reckoned before points made in play. 
So, also, if the elder hand scores thirty or more in Ciand, he does not 
necessarily gain a repique. He may have thus, a quint (good), a 
tierce and a quatorze (good). If his point is not good, however, he 
does not gain a repique, even though he may score thirty-two in hand 
alone, because the younger hand's point is recordable in order, prior 
to the sequences and quatorze. 

Carte blanche, which takes precedence of all other scores, saves 
piques and repiques, and counts toward piques and repiques just the 
same as other scores. For instance, a player who shows a carte 
blanche, and, after discarding his point and quint (both good), would 
repique his opponent. 

A capot does not count towards a pique, as the forty for the capot 
is added when the play of the hand is over. For example, A, the 
elder hand, has ace, king, queen, knave, eight of clubs; ace, king, 
knave, ten, eight, seven of clubs and ace of diamonds. His point 
and quart are good. These, with three aces, reckon thirteen. He 
wins every trick, and his total score is twenty-six. He adds forty for 
the capot, making him sixty-six. He does not gain a pique, as he 
only made twenty-six in hand and play. 

A player who cannot reckon anything that deal as a penalty is not 
piqued or repiqued if he holds every card which, but for the penalty, 
would have scored before his adversary reached thirty. His cards, 
although not good to score, are good to bar his enemy. 

A partie consists of six deals and each player deals three times. 
The partie is won by the player who makes the higher score in six 
deals. When both players score the same number, each deals once 
more. When there is a second tie, the partie is drawn. 

According to agreement on the part of the players, a partie may be 
made to consist of only four games, the scores in the first and last 



30 



PIQUET. 



deals counting double. In the event of a tie each deals once more^ 
the scores in the extra deals counting single. 

The winner of a partie will deduct the points scored by his adver- 
sary from his own and add a hundred to the difference. 

For instance, A scores in the six deals 131, B scores 113. A wins 
131 — 13=118 points. 

If the loser scores less than a hundred in the course of the six 
deals, the winner (whether he has made a hundred or not) adds the 
point scored by his opponent to his own, instead of deducting them, 
and adding further, a hundred to his score. For instance, A scores 
125, B81. A wins 1 25-p 1 81=306. This is called " winning a rubicon." 

If, during the last hand of a partie, a player discovers — prior to the 
beginning of the play of the hand — that he cannot save his rubicon, 
he is not obliged to count any points in the play. He throws down 
his hand, telling his opponent to count every trick (thirteen) and the 
cards (ten). He can, if he likes, play to divide the cards, but in that 
event he must add to his score the points he makes in play ; or his 
opponent may play for a capot. That will not affect the case, how- 
ever, as, if capoted, the loser has no points in play to score. 

VII. 



A 


B 


A 


B 


A 


B 


A 


B 


A 


B 


1 ^ 


B 












i 
! 








Tot 


als. 














































































i 
1 






























1 

j 






























j 
















—— 


























! 













PIQUET. 



31 



Scoring cards and pencils are necessary. The cut (No. VII.) shows 
the style of diagram required. This is ruled for six parties, or for 
five parties if the totals are recorded on the same card. 

When played for money, it is for so much a point or for so much a 
hundred, odd money is not reckoned in the final total. 

Cavendish gives an example, which we may venture to transcribe 
here, as it shows more clearly than any mere description the mode of 
playing the game. After playing over the example the student, if not 
previously familiar with the game, will find it advantageous to read 
once more the preceding description. In playing the example, it is 
suggested that the cards be placed face upwards on the table. 

A andB are the players. B deals and A is thus the elder hand. 

A has dealt to him the ace, king and knave of spades ; the ace, 
queen, knave and eight of hearts ; the knave, eight and seven of 
clubs, and the nine and eight of diamonds. 

B deals to himself the ten and seven of spades ; the ten, nine and 
seven of hearts ; the king, queen and ten of clubs, and the ace, queen, 
knave and ten of diamonds. 

There remains in stock, therefore, as follows : King of hearts, 
which is on the top ; nine of spades, nine of clubs, king of diamonds, 
eight of spades, ace of clubs, queen of spades and seven of diamonds. 

A discards king of spades, eight and seven of clubs and nine and 
eight of diamonds, and takes in the first five or upper cards of the 
stock. 

B discards seven of spades and nine and seven of hearts and takes 
in the three cards remaining in stock. The hands then are : 

A — Ace, knave, nine and eight of spades ; ace, king, queen, knave 
and eight of hearts ; knave and nine of clubs, and king of diamonds. 

B — Queen and ten of spades ; ten of hearts ; ace, king, queen and 
ten of clubs, and ace, queen, knave, ten and seven of diamonds. 

The game then proceeds as follows : 

A (calls his point) — Five cards. 

B — What do they make ? 

A — Fortv-nine (or " making nine 

B— Good. 

A — in hearts ; and quart major. 
B— Good. 

A (counting his point and sequence) — Five and fonr are nine ; three 
knaves. 

B — Not good. 

A (leads ace of hearts) — Ten. 

B — Four tens, fourteen, and three queens, r^eventeen. (Plays ten 
of hearts.) 

A (leads all the hearts) — Eleven, twelve, thirteen, fourteen. 
B (plays seven, ten, knave and queen of diamonds and repeats his 
score) — Seventeen, 



32 



PIQUET. 



A has now five tricks and in order to win the cards he should lead 
anything but a spade ; for B, having called queens and tens, must 
have queen and ten of spades. 

A (leads king of diamonds) — Fifteen. 

B (wins with the ace of diamonds) — Eighteen. 

B (leads ace, king, queen and ten of clubs) — Nineteen, twenty, 
twenty-one, twenty-two. 

A (plays nine and knave of clubs and eight and nine of spades and 
repeats his score) — Fifteen. 

B (leads queen of spades) — Twenty-three. 

A (wins with ace) — Sixteen. (Then leads knave of spades) — Eigh- 
teen. (Then adding the score for the cards) — Twenty-eight. 
B (repeats his score) — Twenty-three. 

A then writes on his scoring card 28, 23 ; B, on his, 23, 28. The 
cards are gathered up by B and the other pack cut for A's deal. 



PIQUET, 



33 



%ms of piQuet 

(Authorized and adopted by the Portland and Turf Clubs, London, England, 1882.) 

¥ 

SHUFFLING. 

1. Each player has a right to shuffle both his own and his oppo- 
nent's pack. The dealer has the right to shuffle last. 

2. The pack must not be shuffled below the table, nor in such man- 
ner as to expose the faces of any of the cards. 

CUTTING. 

3. A cut must consist of two cards at least, and two at least must 
be left in the lower packet. 

4. In rutting, ace is highest. The player cutting the higher card 
has the choice of deal and the dealer has the choice of cards at the 
beginning of each partie. 

5. If, in cutting for deal, a player expose more than one card, he 
must cut again. 

6. The cut for the deal holds good, even if the pack be incorrect. 

7. If, in cutting to the dealer, or in reuniting the separated pack- 
ets, a card be exposed, or if there be any confusion of the cards, there 
must be a fresh cut. 

8. When a player in cutting has once separated the pack, he must 
abide by the cut. 

DEALING. 

9. The dealer must deal the cards by two at a time or by three at 
a time, giving the top cards to his adversary, the next to himself, and 
so on, until each player has twelve cards. The dealer having selected 
the mode in which he will distribute the cards, must not change it 
during the partie. The eight undealt cards (called the stock) are to 
be placed face downwards, in one packet, on the table between the 
players. 

10. If the dealer deal the cards wrongly he may, with the permis- 
sion of his adversary, rectify the error prior to either player having 
taken up his hand. 



34 



PIQUET. 



11. If the elder hand find that he has a card too many or a card too 
few, he has the option of a fresh deal after looking at his hand, but 
before taking up a card of the stock. If the elder hand, having 
twelve cards dealt him, find, in drawing the stock to^^'ard him after 
discarding, that it contains but seven cards, he has the option of a 
fresh deal, or of altering his discard. 

12. If more than one card be dealt wrongly, or if there be nine 
cards in the stock, there must be a fresh deal (except as provided in 
Law lo). 

13. If the dealer expose a card belonging to his adversary, or to 
the stock, the elder hand has the option of a fresh deal. If the 
dealer expose any of his own cards the deal stands good. 

14. If a faced card be found in the pack when dealing, or in the 
stock when taking in, there must be a fresh deal. 

15. If the dealer deal with the wrong pack, and the error be dis- 
covered before either player has taken up any of his cards, there 
must be a fresh deal with 'the right pack. If the error be not dis- 
covered before either player has taken up any of his cards, the deal 
holds good, and the packs remain changed. 

16. The players deal alternately. If a player deal out of his turn, 
and either player discover the error before taking up any of his cards, 
the deal in error is void and the right dealer deals. But if the error 
be discovered too late to correct it, the elder hand in that deal must 
deal tv>'ice running with the same pack (except as provided in Law 
76), unless that or the next deal be the last of the partie. 

17. The non-dealer must collect the cards for the ensuing deal, and 
must place them, properly collected, face downwards on the table. 

CARTE BLANCHE. 

18. Carte blanche [i. c\, a hand dealt, consisting of at least twelve 
cards, without king, queen or knave) scores first, and consequently 
saves a pique, or a repique. It also counts toward a pique or a 
repique. 

19. Carte blanche must be shown by counting the cards, one by 
one, face upwards on the table. 

20. As soon as a player is aware that he has a carte blanche, he is 
bound to inform his adversarv, but he need not show the carte blanche 
until his ad\ ersary has discarded. 

DISCARDING AND TAKING IN. 

21. The elder hand is entitled to discard five cards and to take in 
five. He is ol)liged to discard one card (except as proN id-rd m La\\ 

22. The younger hand is entitled to discard three cards and to take 



PlQUEt. 



35 



in three (except as provided in Laws 41 and 43). He is oT3liged to 
discard one card (except as provided in Law 40). 

23. In taking in, the cards must be taken in order from the top of 
the stock. 

24. After a player has taken up a card of the stock, he cannot alter 
his discard. 

25. If a player, after having taken up a card of the stock, take 
back into his hand any of his discard, he must play with more than 
twelve cards, and can reckon nothing that deal. 

26. If a player, after having taken up a card of the stock, mix any 
of his hand, or any card he is entitled to take in, with his discard, he 
must leave it with his discard. He must play with less than twelve 
cards, and his adversary counts as tricks all cards that cannot be 
played to. 

27. If the elder hand, when taking in, or when looking at cards he 
has left, expose or take up any of the bottom three cards of the stock 
(except as provided in Laws 41 and 43), he can reckon nothing that 
deal. And similarly, if the younger hand, when taking in, expose or 
take up any of the top five cards of the stock (not being cards de- 
clared to be left by the elder hand), he can reckon nothing that deal. 

28. If the elder hand mix with his hand any of the bottom three 
cards of the stock (except as provided in Laws 41 and 43), or if, hav- 
ing left any cards, he mix with his hand any of the cards he ought 
to have left, he can reckon nothing that deal ; or, the younger hand, 
after looking at his hand, may elect to have a fresh deal. If he elect 
to stand the deal, he can only take as many of his cards as have not 
been mixed. 

29. If the younger hand mix with his hand any of the top five cards 
of the stock (not being cards declared to be left by the elder hand), 
he can reckon nothing that deal ; or, the elder hand, after looking at 
his hand, may elect to have a fresh deal. If he elect to stand the 
deal, he can only take as many of his cards as have not been mixed. 
If, however, the elder hand has taken in some of his cards, the others 
remaining on the stock, and the younger hand take up any of them, 
he incurs no penalty, unless he mix any of the cards taken up with 
his hand, when he can reckon nothing that deal. 

30. If a player, having twelve cards dealt him, discard more cards 
than he takes in, he must play with less than twelve cards, and his 
adversary counts as tricks all cards that cannot be played to. 

31. If a player, having twelve cards dealt him, take in more cards 
than he discards, but do not take from the stock one of his adver- 
sary's cards, he must play with more than twelve cards, and can 
reckon nothing that deal. 

32. If the elder hand do not take all his cards, he must declare the 
number he takes or leaves before taking up a card of the stock. If 
he fail to do so,' and the younger hand, on touching the stock (but 



36 



PIQUET. 



before taking up a card of it), find that it contains more than three 
cards, he is entitled to alter his discard, and to take in the card or 
cards left. 

33. If the elder hand leave any cards, he is entitled to look at them; 
but if he take them up, together with the cards he is about to take in, 
he can reckon nothing that deal. 

34. The younger hand is entitled to take in all the cards that are left 
in the stock. 

35. If the younger hand leave any cards, and take up, together 
with the cards he is about to take in, more cards than he has dis- 
carded, he can reckon nothing that deal. 

36. If the younger hand leave any cards, he is entitled to see them; 
but he must declare whether he will look at them or not after the elder 
hand has named the suit he will first lead, or has led a card, and 
before playing a card himself. If the younger hand elect to look at 
them, the elder hand is also entitled to see them, after he has named 
the suit he will first lead, or has led a card. If the younger hand 
elect not to look at them, neither player has a right to see them. 

37. If the younger hand leave any cards, and mix them with his 
discard without showing them to the elder hand, the elder hand, after 
leading a card, is entitled to see his adversary's discard and the cards 
mixed with it. 

38. If a player announce that he has eleven or thirteen cards dealt 
him, the stock may be counted to ascertain how many cards it con- 
tains. 

39. If the elder hand, having eleven or thirteen cards dealt him, 
take up a card of the stock without announcing the error, he loses 
his option of a fresh deal. He cannot alter his discard, and he must 
leave at least three cards for the younger hand. But if the stock 
contain seven cards, and the elder hand have eleven, there must be a 
fresh deal. 

40. If the elder hand elect to stand the deal when he has thirteen 
cards, and there are eight in the stock, he must discard one card 
more than he takes in, and he must discard at least two cards. The 
younger hand must discard one less than he takes in; but if he only 
take one card, he need not discard any. 

41. If the elder hand elect to stand the deal w^hen he has thirteen 
cards and there are seven in the stock, he must discard one more card 
than he takes in. He must discard at least two cards; and, if he take 
all his cards, he discards six, and the younger hand can only take two 
cards. 

42. If the elder hand elect to stand the deal when he has eleven 
cards, and there are eight in the stock, he must discard one less than 
he takes in; but if he only take one card, he need not discard any. 
The younger hand must discard one more than he takes in, and he 
must discard at least two cards. 



PIQUET. 



37 



43. If the elder hand elect to stand the deal when he has twelve 
cards, and there are seven in the stock, he must discard the same 
number of cards as he takes in; and if he take all his cards, the 
younger hand can only take two cards. The younger hand must dis- 
card one more than he takes in, and he must discard at least two 
cards. 

44. When a player subjects himself to the penalty of reckoning 
nothing that deal, the adversary has the option of not enforcing the 
penalty. 

45. A player may examine his own discard at any time, 

CALLING AND SHOWING. 

46. The elder hand must call his point first, or he loses the right 
to call it. It is sufficient to call the number of cards of the point. 
The younger hand is not entitled to reply by inquiring what the elder 
hand's point makes, unless he hold at least an equrl number of cards; 
and the inquiry bars him from counting a superior number of cards 
for point. 

47. It is not compulsory on the younger hand to call his point first; 
nor is it compulsory on either player to call sequence next after point. 

48. It is sufficient to call the number of cards of a sequence if the 
call be good against the cards. If not good against the cards, the 
elder hand is bound to state to what card his sequence is. And 
similarly, in calling a quatorze or trio, the elder hand is bound to 
state the value of the cards of which it consists, unless the call is 
good against the cards. 

49. If the elder hand first call a sequence which is good against the 
cards, he can reckon any sequences he holds, whether of superior 
counting value to the one called or not. And similarly, if the elder 
hand first call a trio or a quatorze which is good agains.t the cards, 
he can reckon any quatorzes or trios that he holds. 

50. If the elder hand call a smaller point, sequence, quatorze, or 
trio than he holds, he may correct his miscall before it has been 
replied to by the younger hand. 

51. If the younger hand allow a correct call to be good or equaU 
when he holds better in his hand, he may correct his reply before the 
elder hand has made another call; or, in case there is no further call, 
before the elder hand has led a card. 

52. If either player call a larger point, sequence, quatorze or trio 
than he holds, and it is allowed to be good, he may correct his mis- 
call before the younger hand has played to the first trick. In case of 
a correction of such miscall by the younger hand after the elder hand 
has led, the elder hand is at liberty to retake the card he has led, and 
to play differently. 

53. There is no penalty for a misnomer. It is a misnomer if a 



38 



PIQUET. 



player call' a point or sequence when he holds one of that counting 
value, but names the suit wrongly; or a sequence, when he holds one 
of that counting value, but names its rank wrongly; or a trio or qua- 
torze, when he holds one, but names its rank wrongly; provided, how- 
ever, that he could not possibly have held what he claims, in his hand 
and discard taken together. 

54. If a player who calls a point, sequence, quatorze or trio that he 
does not hold, and such call is allowed to be good, do not correct his 
miscall before the younger hand has played to the first trick, he can 
reckon nothing that deal, except in the case of a misnomer, or of his 
having called anything which he could not possibly have held in his 
hand and discard taken together, when he is liable to no penalty. On 
discovery of the error, the adversary may reckon anything he has 
good, which is not barred by a correct call of the player in error, 
made in addition to his miscall. 

55. A player who calls anything which is allowed to be good or 
equal, must show the cards called at any time they are asked for, or 
in the case of the younger hand, at any time after the elder hand has 
led a card. If a player, before he plays a card, voluntarily show any- 
thing which he claims to be good or equal, he is liable to no penalty 
for miscalling what he has shown. 

56. When the younger hand has played to the first trick, neither 
player can reckon anything omitted (except as provided in Law 54). 

PLAYING. 

57. If a player play with less than twelve cards in hand, he is liable 
to no penalty. His adversary counts as tricks all cards that cannot 
be played to. 

58. If a player play with more than twelve cards in hand, he can 
reckon nothing that deal; but his cards, though not good to score, 
are good to bar his adversary. 

59. A card once led or played cannot be taken up, except as pro- 
vided in Law 52, and as follows: 

I. If a player accidentally drop a card or cards, he may retake 
them. 

II. If the leader lead two or more cards consecutively without wait- 
ing for his adversary to play, and the adversary play too many cards, 
he may, on discovery of the error, retake the extra card or cards. Ail 
cards subsequently played in error must be taken up and played over 
again. 

III. If a player lead out of turn, the card led may be taken up, 
unless the adversary have played to the trick, when the error cannot 
be rectified. 

IV. If a player do not follow suit when able, he must, when the 
error is detected, retake any cards played in error, and substitute the 



PIQUET, 



39 



suit led. The players also retake all cards played after the mistake, 
and the play of the remainder of the cards then proceeds as though 
no error had been committed. 

V. If a player, when asked what cards he has in hand which have 
been- allowed to be good or equal, misinform his adversary, the adver- 
sary may retake all cards played subsequently to the misinformation, 
and play differently. 

60. A player is entitled to examin-e both his own and his adver- 
sary's tricks at any time. 

SCORING. 

61. Carte blanche scores ten. ' ' - 

62. The largest point is good. The point, when good, scores one 
for each card. 

63. The longest sequence is good; as between sequences of equal 
length, the highest is good. Sequences, when good, score as follows: 
a huitieme scores eighteen; a septieme, seventeen; a sixieme, sixteen; 
a quint, fifteen; a quart, four; a tierce, three. 

64. The highest quatorze is good. Any quatorze is good against a 
trio. As between trios, the highest trio is good. A quatorze^ when 
good, scores fourteen. A trio, when good^ scores three. 

65. In playing the cards, each player scores one for every card he 
leads, or with which he wins a trick. The winner of the last trick 
scores two instead of one. 

66. A player who wins more than six tricks scores ten for the cards. 
If each player win six tricks the cards are divided, and there is no 
score for them. A player who wins twelve tricks wins a capot, and 
scores forty for the cards instead of ten. 

67. The scores, whether obtained by the elder or younger hand, 
reckon in the following order: - 

I. Carte blanche. 
II. Point. 
TIL Sequences. 
IV. Quatorzes and trios. 
V. Points made in play. 
VI. The cards. 

68. A repique is obtained by a score of thirty being made by a player, 
in his hand alone, by scores that reckon in order before anything that 
his adversary can count. A player obtaining a repique adds sixty to 
his score, 

69. A pique is obtained on the score of thirty being made by the 
elder hand, in hand and play, before his adversary has reckoned any- 
thing that deal. A player obtaining a pique adds thirty to his score. 
A capot reckons after points made in play, and therefore does not 
count toward a pique. 



40 



FIQUET. 



70e Errors in counting the hand, if proved, may be rectified at any 
time before the player in error has seen his next hand. 

71. A partie consists of six deals. The partie is won by the player 
who makes the higher score in six deals. If both players score the 
same number in six deals, each deals once more, when the partie is 
concluded, even if there should be a second tie. 

Note. — By agreement, a partie may consist of four deals, the score 
in the first and last deals counting double. In case of a tie, each 
deals once more, the scores in the extra deal counting single. 

72. The winner of the partie deducts the score of the loser from 
his own; and the difference, with a hundred added, is the number of 
points won. 

73. If the loser fail to score a hundred, the winner, whether his 
score Teach a hundred or not, adds the score of the loser to his; and 
the sum, with a hundred added, is the number of points won. 

74. In case of a difference in the written scores, a player's score of 
his own hand shall be taken as correct. 

INCORRECT PACKS. 

75. If a pack be discovered to be incorrect, redundant or imperfect, 
the deal in which the discovery is made is void. All preceding deals 
stand good. 

CHANGING CARDS. 

76. Before the pack is cut to the dealer a player may call for fresh 
cards at his own expense. He must call for two new pa^ks, of which 
the dealer has the choice, 

77. Torn or marked cards must be replaced, or new packs called 
for, at the expense of the two players. 

BYSTANDERS. 

78. If a bystander call attention to any error or oversight, and 
thereby affect the score, he may be called on to pay all stakes and 
bets of the player whose interest he has prejudicially affected. 



PIQUET, 



41 



Xaw6 of ptcquet au cent* 
««« 

The laws of this game differ from those of the preceding one in the 
following details, as presented by Cavendish : 

The player who cuts the lower card has the deal. If he refuse 
more than one card in cutting, his opponent may treat the lowest of 
the exposed cards as the one cut. 

The deal is by two cards at a time. If the elder hand find that he 
has a card too many or too few, he has the option of a fresh deal 
before touching the stock. 

If the dealer deal with the wrong pack and the error be discovered 
before the deal is completed there be must be a fresh deal with the 
right pack. If not discovered before the deal is completed the deal 
holds good. 

If a player deal out of his turn and discover his error before taking 
up his hand the deal in error is void and the right dealer deals. If not 
discovered before taking up the hand, there is no remedy. 

CARTE BLANCHE. 

If the younger hand has a carte blanche, he need not declar* it 
until his adversary has discarded and touched the stock. 

THE DISCARD AND TAKING IN. 

The younger hand is not obliged to discard any card. 

After a player has touched the stock he cannot alter his discard 
(except as provided in Laws of Piquet, ii, 32 and 38). 

If the elder hand mix with his hand one of the three bottom cards 
of the stock, he loses the game ; and similarly, if the elder hand, 
having left a card or cards, mix with his hand any of the cards he 
ought to have left, he losses the game. 

If the younger hand takes up any of the top five cards of the stock 
(not being cards declared to be left by the elder hand) he loses the 
game. 

If the elder hand do nor take all his cards, he must declare the 
number he takes or leaves before touching the stock. 

If the younger hand leaves any cards and elect not to look at them, 



PIQUET. 



and either player should then look at them, they must be exposed, 
and a suit may be called from the offender when next he has to lead. 

If the elder hand elect to stand the deal when he has thirteen 
cards, he must discard one more card than he takes in, but he is not 
obliged to take in any. He must leave at least three cards for the 
younger hand. " 

If the elder hand elect to stand the deal when he has eleven cards, 
and there are eight in the stock, he must discard one less than he 
takes in, and he must discard one card. The younger hand must dis- 
card one more than he takes in, but he is not obliged to take in any. 
If the elder hand elect to stand the deal when he has twelve cards, 
and there are seven in the stock, he must leave at least three cards for 
the younger hand. The younger hand must discard one more than he 
takes in, but he is not obliged to take in any. 

CALLING AND SHOWING. 

The elder hand must call the number his point makes. It is not 
sufficient to call the number of cards of the point. 

It is not sufficient to call the number of cards of a sequence. The^ 
elder hand must state to what card his sequence is. And, similarly, 
if he call a quatorze or trio, he is bound to state the value of the cards 
of which it consists. 

If the elder hand call a smaller point, sequence, quatorze or trio 
than he holds, or a trio when he holds a quatorze, he must abide by 
his call, and he cannot reckon anything superior, even though his call 
is good against the cards. He may, however, correct a misnomer of 
sequence, trio or quatorze, before he leads a card, and may reckon 
anything of equal or inferior counting value, provided his call in error 
Aval good against the cards. 

The elder hand having called anything which is good or equal musf 
show the cards called, except in the case of quatorzes and trios. If 
he lead a card without showing his call, he cannot reckon it, and the 
adversary may show and reckon his point or sequence, even though, it 
be equal or inferior to the one called. 

If the elder hand show a sequence and call an inferior one, he can- 
not reckon the superior one; but the show bars the younger hand 
from reckoning his sequences, if only equal or inferior to the one 
shown. 

The younger hand having allowed a correct call to be good or equal, 
must abide by his answer. 

■ If the younger hand disallow a call, and it be discovered that the 
call of the elder hand is good or equal, the elder hand can show and 
reckon his superiority, or show his equality, notwithstanding that he 
has led a card. 

If the younger hand say equal or not good to a call, and play to 
the first trick without showing his superiority or equality, the elder 



PIQUET. 



43 



may show and reckon what he has called, notwithstanding that he has 
led a card. 

If a player call a quatorze or trio that he does not hold, and it is 
allowed to be good, and he play a card without correcting the miscall, 
he can reckon nothing that deal. 

When the elder hand has led a card, or the younger hand played to 
a trick, they cannot reckon anything omitted. 

THE SCORE. 

By agreement, points ending in four count one less than the num- 
ber of cards. 

By agreement, in playing cards, nines, eights and sevens are not 
counting cards. 

Errors in adding up or in marking the score, if proved, may be 
rectified at any time during the game. 

A game is one hundred up. A player scoring a hundred before his 
adversary has scored fifty wins a double game. 

A partie is won by a player who wins three games out of five, a 
double counting as two games. 

A player has no choice of cards on beginning a fresh partie. 

CHOUETTE PIQUET. 

Occasionally piquet is played by three persons. The three players, 
A, B, C, cut for deal and cards. The one cutting the highest card 
(say A) has the choice of deal and cards and plays one partie, a la 
chouette, against B and C in consultation. The player cutting the 
lowest card (C) sits out and advises B. 

If the single player (A) wins the partie, he will continue to play 
against the other two, C exchanging places with B, who advises the 
former. Directly A loses a partie, the player who was the adviser in 
that partie (say C) takes A's place. B plays against the other two, 
while A advises C. When C loses, X takes C's place and ,C advises 
A ; if C wins, A takes B's place and B advises A, and so it continues. 

The single player has the choice of deal and cards throughout the 
game and plays double stakes as a dummy. When a chouette is 
played, the totals of each partie are reckoned and recorded on a sep- 
arate scoring card. 

At chouette piquet the points of each partie are reckoned as mul- 
tiples of ten, one being added to the tens for units above five and 
neglecting units from one to five. For instance, 416 counts 420 ; 141 
counts 140. The score must ahvays end with a cipher ; therefore the 
ciphers are omitted when entering the figures. 

Instead of writing each score at length and taking out the results 
at the end, it will be found convenient in practice to add and subtract 
the totals after every partie and to keep a separate scoring card for 
that purpose. 



44 



PIQUET. 



Uactics of tbe Game of ptgixet, 

Which. Apply in a General "Way to All of the Variations* 

SHUFFLING. 

The pack must be thoroughly shuffled after every round, as, owing 
to the nature of the game, cards of the same suit are frequently 
played together. 

DEALING. 

The player cutting the highest card should elect to deal, although 
there is a disadvantage in getting the first deal. This player is elder 
hand in the last deal of the partie, hence the attacking hand when he 
has the best chance of discarding or playing to the score. 

ARRANGEMENT OF THE STOCK. 

After the deal the cards in the stock should be ^.ounted and the 
stock placed face downward on the table in one packet. Sometimes 
a dealer will separate the stock into packets of three and tive, but the 
elder hand should always protest against this, as, if he take up a card 
he has no right to see — and this might occur if the packets are separ- 
ated wrongly — he can reckon nothing that deal. 

TAKING UP THE HAND. 

On taking up his hand the player must count to see if it contains 
the right number of cards, and if it does not, announce the fact. 
While doing this he must look for carte blanche. His next step will 
be to decide on his discard. 

TAKING IN. 

After discarding, the player proceeds to take in. When taking in, 
the player must count to be sure that he is leaving the full number of 
cards for the younger hand ; for the penalty for mixing one of the 
latter's cards with his hand is that he can reckon nothing that deal. 
This is the case, even if there be an erroneous deal and there are not 
the right number of cards in stock. The simplest, hence the best 



PIQUET. 



45 



method, is to draw the stock towards himself, at the same time 
spreading it slightly, thus enabling himself to count easily the stock 
prior to taking up a card. The younger Tiand, before taking in, 
should also see that the proper number of cards remain in stock. If 
too many are left, and he mixes one of his adversary's cards with his 
hand, he cannot reckon anything that deal. 

CALLING AND SHOWING. 

Before calling his hand the player should ascertain what remains 
good against him or what there is equal. If necessary, he can ex- 
amine his discard for this purpose. When a point or sequence is 
called it is a safe plan, especially for novices, to show it, because a 
player who voluntarily shows anything which he believes to be good 
or equal is not liable to penalty for miscalling. 

If he is not in the habit of showing what he calls and has put out a 
card of his point, which is nevertheless allowed to be good or equal, 
and the absent card may make a difference to his opponent in playing 
the cards, the player should inform him of the value of the card he 
does not call. Example : A is younger hand and has discarded king 
of spades. He has taken in spades and his point, which is good, is 
ace, knave, ten and eight of spades. When calling the point he 
should say : *' Thirty-nine in spades, and I do not reckon the king." 
Thus his opponent will know — as he has a right to know, and as he 
could know if he asked to see the point — that he need keep only one 
guard to his queen when playing the cards. 

The player would have an equal right not to reckon the king if he 
had it in hand and desired to conceal his strength, hoping thus to 
induce his adversary to unguard his queen when playing the cards. 
As calling cards without showing, however, draws special attention 
to the absence of the king, it is better always to show the point and 
to say nothing about what is not reckoned. In the case here cited, 
for instance, let the player put ace, knave, ten and eight of spades on 
the table, saying : "Good for four," and leave the opponent to think 
what he chooses about the king. 

As a matter of etiquette, if, under these or similar circumstances, a 
player does not show his point and does not announce that the king 
is out, his adversary would have just cause of complaint at not being 
informed. If he is misled by the first player's ignorance of this point 
of etiquette the only reparation to be made is to offer to play the 
cards over again. 

If a player has, or might have, two points of the same counting 
value, it is also his duty to declare which of them he claims as good 
or equal. For instance, the player has king, queen, ten and eight of 
one suit, and might have ace, queen, ten and seven of another. If 
thirty-eight is good or equal, he should say, ''In spades" or "In 



46 



PIQUET. 



hearts," or either of the other suits, without waiting to be asked what 
suit his point is. If the younger hand, he need not announce until 
the elder has led a card. Observations similar to these will apply to 
sequences and trios. 

If a player calls a trio, allowed to be good, when he might hold a 
quatorze of the same rank, as three kings when he might hold four, 
he should state which king he does not reckon, as, for instance : 
"Three kings, not reckoning the king of diamonds." 

Often players omit to state which card of a quatorze they do not 
reckon and wait to be asked. In such a case the player should 
inquire which card of the quatorze his adversary does not reckon, but 
the question should not be put until he has played a card. The ques- 
tion must be in this form : " Which do you not reckon ? " It 

must not be assumed that a card is out simply because it is not called, 
and the adversaiy on his side is not compelled to admit that he has 
not called a card, inadvertently or designedly, which he holds in his 
hand. When the question is put in another form, viz.: "Which 
king have you put out ? " and the opponent does not put out a king, 
but holds four, having already called three, he may answer : " I do 
not reckon the king of spades," or whatever suit in which he considers 
it best to conceal the king from the first player. Or, again, he may 
simply reply, " King of spades." In making this answer the player 
assumes, as he has a right to do, that he has been asked the regular 
question. Of course, his answer leaves it doubtful whether he has a 
king or not ; all piquet players understand his reply in that sense. 

Some players have a way of referring to the discard while the hand 
is being called. This should be avoided, as by consulting the discard 
a clever opponent will gain a clue to a card which the player has 
rejected or may be reminded of a miscall. 

PLAYING THE CARDS. 

During the play of the cards the adversary has a right to be informed 
as to all the cards the other player has in hand which have been reck- 
oned' as good or called as equal. The question is put usually after 
this fashion : " How many of your point?" or " How many of your 
quint?" Sometimes it is asked this way : " How many diamonds?" 
or whatever the suit is. If the player hold three diamonds and has 
only called two of them he may respond : " Two that I have called," 
or "Two of my quint," or simply "Two." This is understood by 
all piquet players as leaving a doubt as to whether the player has a 
third diamond, not necessarily that one has been discarded. The 
information should be only regarding cards called for the purpose of 
scoring or preventing an adverse score. The inquirer is bound in 
effect to say: "How many of so and so have you that you have 
called?" 



PIQUET. 



47 



It is disputed whether a player, having the wrong number of cards 
in hand, may cover his mistake by intentionally playing too many or 
too few to his opponent's lead. Strictly speaking, the cards should 
be played one by one ; for convenience, however, the leader often 
puts down a number of winning cards together. If, when he does 
this, he says " Keep three (or four) cards," or whatever the case may 
be, it seems only reasonable that the second to play should be free to 
do as he is bid and to keep the number specified. He is not obliged 
to count the cards led by his opponent, with whom the initial irregu- 
larity rests. If the second to play is told, however, to play so many 
cards the case is different, and he ought not wittingly to play any 
other number. He must then submit to the consequences of his 
mistake. 

Still another undecided point in playing the cards which frequently 
happens is this : At the close of a hand the leader says : *'A11 the 
others are yours," whereas they are not the second player's, as he has 
discarded a winning card. What, then, is the proper course? 

According to the opinion of players fairly qualified to judge, no 
reply should be made to such an observation. If the opponent then 
proceeds to play his cards, the other player must play to them in the 
usual way, letting him win such tricks as he can. If he throws down 
his hand and the other has discarded the winning card, hence cannot 
take the remaining tricks, the opponent must be requested to play 
the cards one by one. Of course, such a request on the part of a 
player is equivalent to informing the opponent that he has the win- 
ning card out, and the consequence may be somewhat disastrous, but 
it is a misfortune which cannot be helped. 

SCORING. 

During the calling and the play of the hand, the player should 
always keep in mind his opponent's score as well as his own, as even 
among the most honorable players mistakes will occur. If one player 
discovers that the other player is reckoning too much, he should cor- 
rect him immediately. 

After the play of the cards a player should call both the opponent's 
and his own scores aloud as he records them. The opponent should 
do the same or else admit that the player's call is correct. At the 
end of the partie the total must be similarly compared before enter- 
ing it on the scoring card. 



48 



PIQl'ET. 



««« 

In consequence of the complex considerations involved in discarding 
at this game, the few general hints on rules offered are liable to 
frequent change and modification. It is worth while, however, to 
give some suggestions regarding discarding, and I will, therefore, 
compile a few of the most essential from the generous store of Cavendish. 

Prior to deciding on his discard the player should ascertain whether 
he holds anything which is good against the cards, or is equal, and, 
also, what there is against himself which can be reckoned as good or 
called as equal. For instance, the player will take up A's hand (page 
31). He will find against him a six-card point, a quint major 
and four tens. He has nothing good and may be repiqued and, in 
addition, there are two five-card points against him, a quart major, 
three kings and three queens.- He should learn this fact prior to 
throwing out a card, and so on, through the other hands. This will 
be slow work, hence very tedious in the beginning, but with practice 
the mental operation of finding what there is against him will be 
performed with little effort. 

When discarding, the elder hand's main object, with fairly good 
hands, should be to plan an attack. The player should freely unguard 
kings and queens and throw out whole suits, with the view to making 
a large score if taking into the suits he retains. 

On the contrary, the first care of the younger hand should be to 
protect his weak places. He should keep guards to kings and queens 
and rarely get rid altogether of a suit consisting only of one or two 
small cards, as these may guard high cards coming in. 

The elder hand will most likely lead his best suit, and that, quite 
probably, will be the one in which he, the younger hand. v.:is 
originally weak. For example, suppose the younger hand takes up 
the cards previously mentioned (^A"s hand), including nine and eight 
of diamonds.' He ought not to part with both diamonds but should 
discard two small clubs and one diamond. 

To keep the best suit for point is necessary in most cases, especiallv 
for the younger hand, for the point is of ^ar more importance than the 
student supposes. Gaining the point will make an average difference 
oi more than ten to the score, and, furthermore, saves pique^ and 



PIQUET. 



49 



repiques. Therefore it is seldom the game for either of the players to 
discard the suit which has been selected for point. 

The cards rank next in importance to the point. The player should 
discard in such a way as to give the best chance of dividing or winning 
the c.nrds. Winning the cards, instead of losing them, will make a 
difference of twenty-three or twenty-four points. 

In consequence of the foregoing consideration it occurs quite often, 
more especially in the case of the elder hand, that the player should 
not keep the longest suit for point when this suit is composed of low 
cards or the keeping of them necessitates the discard of high cards 
from other suits. 

^Yhen possible to avoid it, the player should not break into several 
suits in discarding, for if cards are taken into a broken suit it remains 
ragged. _ When a player has made up his mind to discard from a given 
suit, it is often right to throw the whole of it. If, however, any 
card of that suit is kept, it would be (First) because it is a winning 
card ; or (Second), because it is a guarding card, more especially in 
the case of the younger hand ; or (Third), becav.se it makes up a 
quatorze or trio. 

Referring to the hand of A (page 31, example game), already cited, 
a player may discard from three suits, for the last of the above 
reasons, throwing out two small clubs, two diamonds and king of 
spades, that he may be enabled to retain the three knaves. There are 
four tens against him, and he has a poor chance of the point or of the 
cards, even if he keeps the king of spades. Supposing, however, 
that he has the nine of hearts instead of the knave, he should in 
that event, throw the clubs and diamonds and keep- two unbroken 
suits. 

Sometimes it is advisable for the younger hand to throw an entire 
suit, either because it consists of three useless cards, or because 
keeping it may injure his hand in other respects. In the latter case, 
the rejected suit should be one in which he is not liable to be attacked. 

Novices at piquet, it is observed, often commit the error of not 
taking all their cards, especially when doing so involves parting with 
high cards. The hands, however, in w^hich all the cards should not 
be taken are few. 

The objection to the younger hand leaving a card is not so marked 
as would be in the elder hand doing so, for in this latter case the card 
left may be taken by the opponents, while in the former it is simply 
excluded from the player's hand. The chief situation for the elder 
hand's leaving a card is where there is a chance of a great score and 
no repique against him. 

Cards in sequence, or that may form a sequence with those taken 
in, should be retained in preference to others of equal value. Trios 
should be kept if they can be retained without injuring the hand in 
other ways. For instance, if about to discard a king or a queen of a 



50 



PIQUET. 



suit and two other kings are in his hand, the player should discard 
the queen ; but, if he has two other queens, discard the king. 

It is rarely judicious to put out a high card for the sake of keeping 
a low trio, especially when there is a higher one or a quatorze against 
him. 

Finally, the discard is further affected by the state of the score, 
especially in the last two hands of the partie. Where well ahead, the 
player, and especially in the penultimate hand if he has a chance of 
winning the rubicon, should make a safe discard, with the view of 
dividing or winning the cards, in order that he may keep his opponent 
back. On the other hand, if the score is much against him and he is 
under a rubicon, the player will be justified in making a bold discard. 
In the last hand the discard will most frequently be regulated by the 
state of the score. 

CALCULATIONS. 

The piquet student should familiarize himself with the tables of 
odds arranged by Cavendish, as follows: 

The odds that the elder hand (if he takes all his cards) will take in — 

One named card are 3 to i against him. 

Two named cards, 18 to I against him. 

Three named cards, 113 to i against him. 

Four named cards, 969 to I against him. 

Five named cards, 15,503 to I against him. 

One card (at least) of two named cards, 5 to 4 against him. 

One card (at least) of three named cards, 3 to 2 on him. 

Two cards (at least) of three named cards, 6 to i against him. 

One card (at least) of four named cards, 5 to 2 on him. 

Two cards (at least) of four named cards, 3 to i against him. 

Three cards (at least) of four named cards, 33 to i. 

The odds that the younger hand (if he takes all his cards) will 
take in — 

One named card are 17 to 3 against him. 
Two named cards, 62 to i against him. 
Three named cards, 1139 to i against him. 
One card (at least) of two named cards, 5 to 2 against him. 
One card (at least) of three named cards, 3 to I against him. 
Two cards (at least) of three named cards, 21 to i against him. 
One card (at least) of four named cards, 29 to 28 on him. 
These calculations, if properly applied, will direct the player in 
discarding. 

Example: It is three to one that the elder hand does not take in a 
named card. It is, therefore, a greater advantage to carry the best 
suit for point, and high cards for the chance of cards than to throw 
out any of these in hopes of taking in a card to complete a quatorze 
of queens, knaves or tens. 



PIQUET. 



51 



In the elder hand, the odds against taking in two or more named 
cards, or two of three named cards, are so considerable, that save in 
desperate cases, good cards should not be discarded in such a specu- 
lation. The odds are very slight, however, against taking one, at 
least, of two named cards, or two, at least, of four named cards, and 
are in favor of taking one, at least, of three or four named cards. 

The chance of taking a certain number of cards, included in a 
larger number of named cards, must not be confounded with the 
chance of taking in a certain number of named cards. For example, 
if the elder hand has two kings and two queens dealt him, the odds 
are 3 to I against his taking two of the other kings and queens; while 
the odds against his taking two kings or two queens under these cir- 
cumstances (viz., two named cards), are 17 to 2 against him. 

The odds against the younger hand's taking in even one named 
card are so great (17 to 3 against him), that he ought not to discard in 
such a chance, except in desperate cases; particularly, if by so doing, 
he risks the winning or saving of the cards. The. same law applies 
with stronger reason to more than one card. 

It is only 5 to 2 against the younger hand's taking in one, at least, 
of two named cards; therefore, in some cases, he would discard on 
this possibility. 

It is 29 to 28 in favor of the younger hand's taking in one of four 
named cards; therefore, having an ace dealt him, he can calculate on 
taking in at least one, or, with two quarts (save major or minor quarts), 
he may expect to take a card to make a quint, or with a quart major 
against him, he may calculate on drawing, at least, one of the quart 
major. 

If the elder hand has two quartorze against him (of aces and kings, 
for instance), it is only 33 to 31 against his drawing with an ace and 
a king; that is, drawing at least, one of four aces, and at least, one of 
four kings. In the younger hand it is 4 to i against taking in one of 
each quatorze. 

The younger hand holds two trios — three knaves and three tens — 
and either of these, if improved into a quatorze, will save the 
rubicon. 

To keep both trios, in good play, the younger hand must leave a 
card. The question then arises: Ought he to keep the two trios and 
leave a card, or to take three cards and discard from one of the trios ? 
If he takes all three cards, the probability that he draws the one card 
to complete a quatorze is 3-20 = 57-380; whereas, if he takes only 
two cards, the probability that he draws one, at least, of the two cards 
to complete a quartorze, is 74-380. Hence the odds are 74 to 57, or 
say, 4 to 3 in favor of leaving a card. 

The above calculation will suggest, doubtless, many more, espe- 
cially if the student have a mathematical mind and enjoys delving in 
figures. ^ 



52 



PIQUET. 



CALLING. 

Calling is not as simple as at first appears. The object of the 
player is to reckon all he can — save as pointed out — and, at the same 
time, not to expose his hand unnecessarily, as by informing his oppo- 
nent of the contents, he materially assists him in playing his cards. 

After taking in and prior to calling, the player must look through 
his hand, and, if the memory is at all uncertain, glance over the dis- 
card too, to find out what he has good or equal or what remains good 
against him. 

CALLING THE POINT. 

The player should not thoughtlessly call his best suit for point 
when he has two points; but, on the contrary, consider which of the 
two it will be advantageous to declare. For instance, the elder hand 
has king, queen, knave, eight of spades; and ace, queen, ten, eight of 
diamonds. He holds four cards allowed to be good. He proposes to 
attack in spades; hence, he should declare that suit for point. 

When holding the same number of cards in more than one suit, it is 
considered generally advisable for the player to call the number of 
cards of the point, even though good against the cards, in the hope of 
compelling his adversary to discover some portion of his hand or dis- 
card by his reply. 

REPLYING TO THE CALL OF POINT. 

\Yhen the player is the younger hand, and the elder calls a number 
of cards for point, equal to his, he should not declare the equality if 
his point must be good. 

For instance, the elder hand calls five cards; the younger hand has 
already noted that the only five-card suit (ace, queen, knave, ten, 
seven), only makes fcrty-eiglit. He should not, therefore, reply 
"equal" to the call of five cards, but should immediately permit 
five cards to be good. When replying "not good " to a point, the 
player should at the same time observe in which suit the call is. 

For instance, the elder hand calls five cards. The younger has 
already seen that the only five-card suit he can hold is in hearts, he 
therefore knows five cards in the elder's hand, and this knowledge 
may be of great use in playing the cards. 

This table, compiled by Cavendish, will be of assistance to the 
student in facilitating his knowledge of the cards of a point which is 
not good. 

A point of 34 must contain 7, S, 9 and a ten card. 

. . r . . • i 7, 8 and two ten cards. 

A i:)oint ot must contain- c> i 

^ I 7, o, 9 and an ace. 

, • . r ^ . . • i 7. Q and two ten cards. 
A point of 36 must contain - o ^ 1 1 

^ ^ 7, o, a ten card and an ace. 



PIQUET. 



53 



^ 7 and three ten cards. 
A point of 37 must contain- 8, 9 and two tens. 

( 7, 9, a ten card and an ace. 

i 3 and three ten cards. 
A point of 38 must contain- S, 9, a ten card and an ace. 

/ 7, two ten cards and an ace. 

, ^ • ( Q and three ten cards. 

A point of 39 must contain -A ^ j j 

1^^ / 8, two ten cards and an ace. 

, , ■ \ four ten cards. 

A point of 40 must contain - ^ , 

A point of 41 must contain three ten cards and an ace. 

For points from 44 to 51, it is only necessary to add a ten card tc 
these. Example: A point of 4S mu^t conrain S and four ten cards; 
S, 9, two ten cards and an ace; or 7, three ten cards and an ace. 
50 can only be made in one way; that is, with 9, three ten cards and 
an ace. 

CALLING SEQUENXE. 

When the elder hand has called a point, which is equal or not 
good, and he can consequently tell that his sequence in some other 
point is not good, he should not call any sequence. Example: His 
point is 41; that is, ace, king, queen, ten of hearts. It is not good. 
The only better point against him is quart major and one small club. 
He should not call the quart, as it cannot be good or equal, and by 
calling it he simply exposes his hand, and by not calling it, he leaves 
it doubtful whether he has put out any clubs; and this may be of use 
in playing the cards. 

SINKING. 

If there is anything good or equal against him, or equal, which is 
not called, the player will probably be able to discover some of the 
cards his opponent has put out. and this will later assist him in play- 
ing the cards. 

The player must not assume, however, that his opponent has dis- 
carded what he does not call. There is an advantage in playing the 
cards derived from knowledge of the opposite or adverse hand; hence, 
the opponent will frequently conceal some of his hands and not call 
them, although they may be good. He will put up with the loss of 
several points in calling his hand, on the possibility of afterward 
dividing or winning the cards. 

A plaver must be on his guard against the manoeuvre known tech- 
nicallv, 'as "sinking." It is parricularily resorted to when a player 
has a suit unguarded, and the calling all he holds would expose this 
fact. 

The opponent, for example, is one of those players who rarely dis- 
card from his point. He calls live cards ("good against the cards,") 



54 



PIQUET. 



declaring five spades when he might have six. The other player, 
whom we will call A, should immediately suspect that he may be 
sinking a card of his point, and should not hesitate to attack him in 
another suit, from which he is liable to have a discard, and in which 
A has a tenace. The game being for the opponent to keep his other 
suits unbroken, A will, in all probability, find him unguarded in the 
suit he discarded. 

It may be added — in parenthesis, so to speak — that it is quite use- 
less for a player to try this stratagem of sinking cards against an 
indifferent adversary who does not count this hand. 

PLAYING THE CARDS. 

COUNTING THE HAND. 

In playing the cards the player must be guided, to a great extent, 
by what his opponent has called, as also, in a measure, by what he 
has not called. He will usually know several of the cards in the 
opponent's hand, or will, at least, be able to note some that have been 
discarded. In default, however, of actual knowledge of the contents 
of his opponent's hand, he should count his cards, so far as he has 
called them, and consider what cards he is the least likely to have 
discarded, and then mentally assign to him the cards which he has 
been likely to retain, and thus fill up the number. 

HABIT OF ADVERSARY. 

It is well also for the player to take into account the personal habit 
of the adversary in discarding, calling and playing. For example, 
there are players who habitually make bold discards, and throw 
entire suits; usually, these are found to be unguarded. Others again, 
are timid, and these, as a rule, will be guarded; and, perhaps, elder 
hand. The timid discarder, will, very likely, leave a card, or put 
one out of his point to keep himself guarded. 

The same division of players into the timid and fearless classes 
respectively, will apply to their play of the cards. The timid player, 
for instance, will not give away a chance if he can make certain of 
dividing the cards, and, therefore, against such an opponent it would 
be quite useless to unguard a king in play, as, when he finds himself 
with five tricks and an ace in hand, he is sure to dash out the ace. 

PLAYING TO OBTAIN INFORMATION. 

There are various ways of doing this; one example is: The player 
has ace, queen, nine, eight and seven of diamonds. He decides' to 
lead diamonds, notwithstanding that his opponent has called kings, 
and may hold the king and knave of this suit. He leads the ace, and 
to this the ten falls. Next should follow a small diamond, and thus 



PIQUET. 



discover whether the knave of diamonds is out. When the opponent 
has not called kings, and it is possible that he has discarded a king, 
the second lead should be the queen, as thus he can discover whether 
the knave is single against him. 

TO ESTABLISH A SUIT. 

In default of direct indications from the calling, the player's first 
lead should be for the suit he is expecting to establish, such as king, 
^ queen, knave, a small card and so on. In holding two points of equal 
strength, the one containing the greater number of cards should be led. 

TO PRESERVE GUARDS AND TENACES. 

When throwing to the adversary's lead the player should, naturally, 
keep the kings and queens guarded. The exceptions are, when 
owing to the score or other circumstances, they should remain 
unguarded. 

When, toward the end of the game, a player has a tenace in one 
suit, and winning cards with a losing card in the other, he should lead 
the winning card, to force the opponent to lead up to the tenace. 
Naturally, if the player can count that his opponent is unguarded in 
the tenace suit, the rule does not apply. 

When holding the ten-ace suits of equal commanding strength, and 
must find the adversary unguarded in one of them in order to divide 
the cards, the player should generally first lead the less numbers of 
the two suits, and if he must play to divide the cards — owing to the 
score — and the opponent is quite as liable to be unguarded in either 
suit, the player should always attack first in one of which he holds 
the fewest number. 

PLAYING TO SAVE A CAPOT. 

When the player is put to a card; that is, when his opponent has 
won eleven tricks, and he remains with two cards, and is in doubt 
which of them to retain, he should keep the card of the suit of which 
the greater number is against him. 

An exception is when reckoning the score, previously assumed to be 
sunk, would give the adversary a pique or repique. In such a case it 
would not be worth the adversary's while to trick a card on the chance 
of a capot. 

PLAYING TO THE SCORE. 

If the player has five or six tricks or a winning card and the lead, 
let him play the winning card, unless sure that his opponent has that 



56 



PIQUET. 



suit, either from what he has called or from the cards he has already 
played; as, by playing otherwise, he risks eleven points for the chance 
of gaining one for the last card. 

If, however, one trick does not make the difference of saving or 
winning the cards, and the player remain at the end of the hand with 
a winning card and a losing card, he should, ordinarily, lead the 
losing card, in order that he may win the final trick, unless he can 
tell that his opponent holds none of the suit to which his winning card 
belongs. 

It will happen, sometimes, that a player has the option, when play- 
ing the cards, of making a given number of tricks off the reel," and 
of letting his opponent score the rest; or, again, of changing the lead 
from his hand to the adversary's, or vice veisa, more than once. In 
either event he wins the same number of tricks, but every time he 
parts with or regains the lead, each player gains one point more in 
play than if the cards have been played without changing the lead. 
Whether the player should make tricks straight off or should play, as 
the saying is** in and out," depends on the score. If less than a 
hundred and not within his show, the player should continue to play 
in and out; if within his show, and the opponent is not, he should 
keep in both by refraining from this mode of play. If both are over 
a hundred it does not matter whether the contestants play in and out 
or not. 

When near a pique, the player should reckon up all the winning 
cards he has in hand, and ascertain if he can make thirty before losing 
the lead. If he can do so, he should lead his winning cards, one 
after another, without taking into consideration the number of 
remaining tricks he will have. 

The exception is, that if in the sixth deal, the score is such that if 
the younger hand wins the cards he saves the rubicon. The elder 
then, if he can win the partie without the pique, and can divide or 
win the cards by not leading his winning cards directly, but would 
lose by doing so, he should forego the pique in order to get the 
rubicon. 

In the final partie, if the opponent has scored less then a hundred, 
the other player's object should be to prevent his reaching this figure, 
and still, make him score as many as possible. The player should 
try to prevent the opponent from declaring equalities, or if he cannot 
win the cards himself, compel the opponent, if possible, to do so. 

If, however, the player sees that he cannot reach a hundred, his 
object should be to score as little as possible, to declare equalities and 
divide the cards. If this, too, is impossible, he must let the oppo- 
nent add thirteen (for tricks) and ten (for cards) to his score; thus, 
the player avoids scoring by in and out play, and scores nothing, it 
being understood that he is neither piqued nor capoted in conse- 
quence. 



PIQUET, 



In the foregoing pages I have given a brief, but I trust clear and 
comprehensive synopsis of the game in its various details from the 
period of its invention up to the present day. It is safe to assume that 
the laws and directions compiled and cited will not undergo further 
change, and, therefore, the student can apply himself to the perusal 
and mastery of the game as presented here. If he be of a scientific 
turn of mind and prone to mathematical ** probabilities " and deduc- 
tions, he will find much of interest in the more exhaustive works of 
Cavendish and Berkeley, who have treated of this subject at length and 
from every point of view, furnishing at the same time innumerable 
illustrations in hands and tables of their theory and practice with the 
same. 

I can venture to hope, however, that this pamphlet will meet the 
desires and requirements of the home students generally, as with the 
aid of the admirable text books above mentioned and the introduction 
of entirely original hands by way of illustration, I feel the main 
groundwork has been thoroughly gone over and is placed in a practical 
manner before the card-loving public at large. 



5S 



PIQUET. 



irilustratipe Iban&s. 

No. I. 

PIQUE HAND. 

A's Hand. "j A Discards 

Clubs — Ace, knave, 10, 8, 7. j 

Spades— King, 10, 9, 7. [ Spades— 10, 9, 7. 

Hearts — Ace. | 

Diamonds— 7, 9. j Diamonds— 9, 7. 

A draws: Clubs— 9. 

Spades — Ace. 
- - Hearts— 9. 

Diamonds — Ace, knave. 

B's Hand. 1 B Discards 

Clubs — Queen. 

Spades— Queen, 8. I Spades— 8. 

Hearts— King, queen, knave, 10, 8, 7. 

Diamonds— King, queen, 8. J Diamonds— 8. 

B draws : Clubs — King. 

Spades — Knave. 

THE PLAY. 

A's HAND. 




B's HAND. 

A declares points equal; sequence, 15; aces, 14; total, 29. Leads ace of clubf 
Making a pique, counts 60. 



PIQUET. 



59 



A leads 

Clubs— Ace* 60 

Clubs-'-Knave — 

Hearts— 9. . 

Diamonds — Knave 

Diamonds — Ace* 61 

Clubs-^10* 62 

Clubs— 9* 63 

Clubs— ii* 64 

Clubs— 7*. 65 

Spades— Ace* 66 

Spades— King* 67 

Hearts— Ace* 68 

1 for last card,-. 69 

lO.for «Gar-ds 79 

* Indicates taking of trick. 



B plays 

Clubs— Queen 

Clubs— King* 1 

Hearts— King* 2 

Diamonds — King* 3 

Diamonds — Queen 

Spades — Knave 

Spades — Queen 

Hearts— 7 

Hearts— 8 

Hearts— 10 

Hearts — Kuave 

Hearts— Queen 

A scores 79. 

B scores , 3. 



Xo. II. 



ORDINARY HAND. 



A's Hand. 
Clubs— Queen. 9. 
Spades— King, queen, 8, 7. 
Hearts — Queen, knave, 10, 9, 
Diamonds — King. 

A draws ; 

-B's Hand. 
Clubs — Ace, king, knave, 10. 
Spades — Ace, knave, 10, 9. 
Hearts — 

Diamonds— Ace, knave, 9, 7. 

B draws : 



1 



Hearts— King, 8. 
Diamonds — 10. 

1 
I 



A Discards 
Clubs— 9. 
Spades— 8, 7. 



B Discards 
Clubs— 10. 
Spades— 10, 9. 



Diamonds- 



Hearts— Ace. 
Clubs— 8, 7, 
Diamonds— Queen, 8. 

THE PLAY. 
A's HAND. 




6o 



LIQUET. 



A leads 

Hearts — King 25 

Clubs — Queen. 

Hearts — 7 

Hearts— 8 .. 

Hearts— 9 

Hearts— 10 

Spades — Queen. 26 

Hearts— Queen 27 

Hearts— Knave 28 

Diamonds— 10_ 29 

Diamonds — King 

Spades — King 

A's total, 29. 

B's total, 38. 



B plays 

Hearts— Ace* 18 

Clubs— Ace 19 

Clubs— King 20 

Clubs— Knave 21 

Clubs— 8 22 

Clubs— 7 23 

Spades — Knave 24 

Diamonds — 8 

Diamonds — Knave , ., 

Diamonds — Queen........ 25 

Diamonds — Ace.......... 26 

Spades — Ace .,, 27 

1 for last card 28 

10 for cards , 38 



No. III. 
TAKES ALL THE TRICKS. 



A's Hand. 1 
Clubs— Queen, 9, 8. 

Spades — King, queen, knave, 10, 9. > 
Hearts— 9, 7. I 
Diamonds — Queen, knave. J 

A draws : Clubs— 10. ^ 

Hearts — King. 
Spades— 8, 7. 
B's Hand. 1 
Clubs — Ace, king, 7. | 
Spades — |- 
Hearts — Ace, queen, knave, 10, 8. 
Diamonds— Ace, 9, 8, 7. J 

B draws : Clubs — Knave. 

Spades — Ace. 



A Discards 
Clubs— 9, 8. 

Hearts— 9, 7. 



B Discards 
Clubs— 7. 



Diamonds — 9, 8, 7. 



Diamonds — King, 10. 

THE PLAY. 
A's HAND. 




B's HAND. 

A declares point, 7 ; sequence, 17 ; total, 24. B declares aces, 14, 



HQUET. 



6l 



A leads 

Spades — King 

Hearts — King 

Spades — 7 

Spades — 8 

Spades — 9 . . . . ♦ 

Spades — 10 

Clubs — Queen 

Clubs— 10 

Diamonds — Knave 

Diamonds — Queen 

Spades — Knave.. 

Spades — Queen 

A's total score, 24. 

B's total score, 37. 



B plays 

Spades— Ace 15 

Hearts— Ace 16 

Hearts — Queen 17 



B takes all tbe tricks. 

No. IV. 



Hearts — Knave, 

Hearts— 10 

Hearts— 8 

Clubs — Ace , 

Clubs — King 

Diamonds — Ace. , 
Diamonds — King, 
Clubs — Knave. . . . 
Diamonds — 10. . . . 

1 for last card 27 

10 for cards 37 



REPIQUE HAND. 
A's^ Hand. 1 A Discards (for knaves) 

Clubs — Ace, king, queen, knave, 9, 8. 

Spades — Ace, 8. }■ Spades — 8. 

Hearts— Knave, 10, 8. Hearts— 10, 8. 

Diamonds — Knave. j 

A draws : Shades — Knave, 7. 
Clubs— 10. 

B's Hand. "j B Discards (for kings and point) 

Clubs— 7. ^ Clubs— 7. 

Spades — King, (jueen, 9. |- Spades — 9. 

Hearts — Ace, king, 7. Hearts — 7, 

Diamonds — Ace, king, queen, 10, 8. J 

B draws: Hearts — Queen, 9. 
Diamonds — 9. 

THE PLAY. 
A's HAND. 




B's HAND. 

A declares a rgj>ique. Point, 7; sequence, 17 ; knaves, 14 ; replque, 60 ; total, 98. 

A leads clubs. ^B, knowing A must make cards holding seven clubs, plays for 
the last card, placing ace of spades in A's hand, discards his spades and makes last 
card with one of his aces. 



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GYMNASIUM OUTFITTINQ. 

We especially invite correspondence relative to fitting 
up gymnasiums and shall be pleased to furnish to clubs 
and associations floor plans drawn to scale and such 
other information that will enable them to make a proper 
and desuable selection of these goods. 

// interested in these goods ask for our Special 
Gymnasium Catalogue. 



A. Q. SPALDING & BROS. 

NEW YORK. CHICAGO. PHILADELPHIA. 




Spalding's Home Gymnasium. 

Combining Swinging Rings, Trapeze, Stirrups and Swing. 




The apparatus is supported by two strong screwhooks in the ceilin^.. 
itbout 18 inches apart and screwed 5 inches into the joist. It can also be^ 
used out of doors, by erecting a framework, such as is used for swings. The 
straps are of extra strong webbing, and adjustable to any desired height. 
The rings are of the patent bent wood, about 6 inches in diameter. The 
apparatus can be put up in an^* room, and removed in a moment, leaving only- 
the two small small eyes in the ceiling visible. A space 6 or 8 feet wide is 
ample for any of the exercises. The various combinations can be quickly and- 
easily made. We furnish, in addition, a board, adjustable to the stirrups 
which form an excellent swing for the little ones. 

Xo. \ , Complete, ready to put np, $5.00 

Our Complete illustrated Catalogue 




J: or all Athletic Sports, Uniforms and Gymnasiunj 
goods, will be mailed Free to any address 



A. G. SPALDING & BROS 

New York Chicago Philadelr,hia 



SPALDING'S 

Official Basket Ball Goods. 



Frederic B. Pratt, Charles E. Patterson, Luther Gulick, M.D., 

Chair-tnayi. Treasurer. Secretary. 

The Athletic League of Young Men's Christian 
Associations of North America. 

40 East Twenty-third Street, 
New York City. 




Springfield, Mass., Sept. 9, 1896 

Messrs. A. G. Spalding & Bros,, 

T>earSirs: I am authorized to inform 
you that the Governing Committee of the 
Athletic League has decided to adopt your 
Basket Ball and Goal as the Official "Basket 
^a/l and Goal for the coming year: and 
also to request you to publish the official 
basket ball rules. 

I am, sincerlv yours, 

LUTHER GULICK, 

I 



A. G. SPALDING & BROS. 

New York. Chicago. Philadelphia. 



"OFFICIAL" 
BASKET 
BALL 

Has been officially adopted and must be used 
in all match games. The cover is made in eight 
sections, with capless ends and of the finest and 
most carefully selected pebble grain leather. The 
bladder is made specially for this ball of extra 
heavy and purest Para rubber. Each ball packed, complete, in sealed 
box, and guaranteed perfect in every detail. 

No. M. Spalding's ''Official" Basket Ball, Each, $6.00 

¥ ¥ ¥ 

SPALDING^S 
'^OFFICIAL^ 
BASKET BALL 
GOAL. 

No. 80. 
Per pair, . . $4.00 





No. 80. 



^1 

SPALDINQ'S 

Athletic Library 

No. Published Monthly 

1. Life and Battles of James J. Corbett. ((.^ 

2. Indian Clubs and Dumb Bells. ([ 

4. How to Become a Boxer. 

5. Gymnastics. [Campbell. i\ 

6. How to Play Lawn Tennis. B}'- Champion ((' 

7. How to Play Base Ball. Just the thing for /( 

Bo3^s. B^^ WaL.er Camp. y^,. 

9. The Athlete's Guids. How to Run, Sprint, 7m 
Jump. Walk, and Throw Weights 

12 Association Foot Ball. 

13. Hand Ball. 

14. Curling, Hockey and Polo 

15. Indoor Base Ball ^ ((S| 

16. Skating. A very practical book. By Champion /)// 
18. Fencing. [Geo. D. Phililps. })/ 

20. Cricket Guide. By Geo. NVright. Sm 

21. Rowing. By E. J. Giannini, Champion Amateur ((m 
23. Canoeing. By C Bowyer Vaux. [Oarsman. /(?? 

25. Swimming. By Walter G. Douglas. 

26. How to Play Foot Ball. By Walter Camp. 1)/] 

27. College Athletics. By M. C. Murphy. I'/ 
29. Exercising u-ith Pulley Weights. By H. S. .^(^ 

Anderson. ^'/f 

80. How to Play Lacrosse. ' By W. H. Corbett, (({[ 

32. Practical Ball Playing. By Arthur A, Irwin. ) 

36. How to Play Golf. _ Edited by L. B. Stoddart. ^j)) 

37. All Around Athletics. 
39 Lawn Bowls. By Henr^^ Chadwick 
40. Archer}^ By James S. Mitchel. lUi 
42. How to Use the Punching Bag. M)) 

45. Official Cycle Guide. _ Instructions to Cyclists; 

Portraits of all leading riders ; complete list of J?/ 

46. Athletic Almanac. J. E. Sullivan. [records. )/,-} 

47. Official Handbook of the A. A. U. 

48. Spalding's Official Base Ball Guide for 1896. (SSi 

50. Spalding's Lawn Tennis Guide for 1896. /[/? 

51. Rowing Guide for 1896. )/) 

52. Official Croquet Guide. ij)) 

53. Intercollegiate A. A. A. A. Guide. sSS) 

54. Official Foot Ball Guide for 1896. Kdited by 

Walter Camp. Portraits of all prominent play- ](\\ 

ers. Official Rules 7))> 

55. Sporting Rules ; for discus throwing, etc. 

56. Official Basket Ball Guide for 1896-7. IW 

57. Official Roller Polo Guide for 1896-7. ) ( 

58. Bowling. Latest rules and regulations. v)} 

Per Copy, 10 cents, postpaid. ftcl 

American Sports Publishing Co.^^m 

241 Broadway^ New York* || 



SPALDING'S... 

Illustrated (^atalogue 

Fall and Winter 

SPORTS... 




Published about August First. 



Foot Ball Ice Skates 

Golf and Polo 

ATHLETIC AND GYMNASIUM OUTFITS. 



Sweaters, Hunting Qothing: and 
Equipments, and all Accessories 
for Fall and Winter Wear*^*^*^ 



Handsomely illustrated, and the recognized authority for standard and up-to- 
date goods. Mailed free to any address. 

Spalding & Bros^ 

NEW YORK CHICAGO PHILADELPHIA 

5^ ^-^^s^ OM%>> /IM^^ 




SICVCLC CATALOOUS FRBE. 



A O-^PALDINO 6-BP05- 

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